Proto:A Hat in Time (Windows, Mac OS X)/Prototype/Differences Between Builds
This is a sub-page of Proto:A Hat in Time (Windows, Mac OS X)/Prototype.
Contents
- 1 Texture Differences
- 2 Model Differences
- 3 Animation Differences
- 4 Audio Differences
- 5 Music Differences
- 6 Localization Differences
- 7 Coding Differences
Texture Differences
To do: Document stuff. |
Brick Road Color Change
Prototype GoBoiano | Prototype Cosmo |
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The brick floor texture used in Mafia Town is slightly less saturated in the Cosmo Prototype.
Tutorial Paint Graphics
Prototype GoBoiano | Prototype Cosmo |
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The tutorial graphics painted on a couple walls in Mafia Town differ between the two builds, with GoBoiano having more unique graphics for these than Cosmo. The tutorials themselves also differ: Goboiano's tutorials are for teaching the player how to jump and double jump, while Cosmo's tutorial is much more helpful in that it teaches the player how to dive in midair.
Grass Brightness
Prototype GoBoiano | Prototype Cosmo |
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The color of the grass was darkened between the two Prototypes.
Model Differences
Buildings
Prototype GoBoiano (May 20 2013) | Prototype Cosmo (June 23 2013) |
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The UVs for the area around the pool, as well as the pool itself, were adjusted.
Prototype GoBoiano (May 20 2013) | Prototype Cosmo (June 23 2013) |
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The flat stone on the right was changed to a wood board and the UVs on the whole model were changed to tile far more.
Prototype GoBoiano (May 20 2013) | Prototype Cosmo (June 23 2013) |
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The UVs were adjusted and the floor was changed from tiles to the brick road texture.
Spicy Buns Sign
Prototype GoBoiano (May 24 2013) | Prototype Cosmo (June 12 2013) |
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The older version of the spicy buns sign, used in all prerelease builds before the final game, received a small design improvement after the Goboiano Prototype. The sign received prongs on its backside so that it wouldn't appear to be floating in midair.
Cave Island
Prototype GoBoiano (April 10 2013) | Prototype Cosmo/Alpha/Beta/Final (June 23 2013) |
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The cave on the island was removed and made its own separate model for the Cosmo Prototype and beyond.
Rocks
Prototype GoBoiano (April 10 2013) | Prototype Cosmo/Alpha/Beta (June 23 2013) |
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The design of the rocks on the right side were adjusted a bit between builds.
Grass Patches
Prototype GoBoiano (April 17 2013) | Prototype Cosmo (June 23 2013) |
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Prototype GoBoiano (April 17 2013) | Prototype Cosmo (June 24 2013) |
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Prototype GoBoiano (February 27 2013) | Prototype Cosmo (June 24 2013) |
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Differences between the main models are unknown, but the versions in the Cosmo Prototype lack LODs.
Curved Path
Prototype GoBoiano (April 14 2013) | Prototype Cosmo (June 13 2013) |
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The Goboiano version is slightly higher-poly than the Cosmo version. The Cosmo model also gained an additional material slot used for the supports below the path.
Docks
Prototype GoBoiano (April 14 2013) | Prototype Cosmo/Alpha (June 11 2013) |
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Prototype GoBoiano (April 10 2013) | Prototype Cosmo/Alpha (June 11 2013) |
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One of the biggest differences between the two Prototype builds is the docks. In the Goboiano Prototype, the docks are very simple-looking, but starting in the Cosmo Prototype, the docks would be separated into multiple meshes and made much more detailed and higher-poly.
Prototype GoBoiano (April 10 2013) | Prototype Cosmo (June 8 2013) |
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Prototype GoBoiano (April 10 2013) | Prototype Cosmo (June 11 2013) |
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The geometry that connect to the docks were given small slopes in the Cosmo Prototype to more smoothly transition to the docks.
Island
Prototype GoBoiano (May 20 2013) | Prototype Cosmo (June 23 2013) |
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A grassy patch was added to the top of the island.
Ruins
Prototype GoBoiano (April 10 2013) | Prototype Cosmo (June 14 2013) |
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Several UVs were improved.
Stairs
Prototype GoBoiano (April 10 2013) | Prototype Cosmo/Alpha (June 9 2013) |
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The version in the Cosmo Prototype has more vertices than the Goboiano version, and has much better UVs that allow for a lot more detail.
Prototype GoBoiano (April 25 2013) | Prototype Cosmo (June 9 2013) |
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The Goboiano version has more vertices, but also overall slightly worse UVs.
Wooden Structure
Prototype GoBoiano (May 13 2013) | Prototype Cosmo (June 10 2013) |
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The UVs on the wooden boards were fixed.
Tim
Prototype Goboiano (March 29 2013) | Prototype Cosmo/Alpha/Final (Unused) (June 14 2013) |
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The model for Tim the Timelord in the Goboiano Prototype is unique. It comes with different animations, as well as less model errors than the version seen in Prototype Cosmo. The hourglass necklace appears as it should in the Goboiano Prototype, but suffers from a UV error in all future builds. Tim's third eye also often clips into his model with the Cosmo Prototype version's animations, which does not happen with Goboiano Prototype's model.
Animation Differences
Note that any animations shown here have been extracted from the Prototype builds and imported into the final game's Modding Tools. The extraction process removes footstep and effects data.
Hat Kid
The animation pose for using the Pogo Ability. This is used in the GoBoiano Prototype normally, as Mafia on Fire is accessible in that Prototype. In Cosmo, that Act isn't normally playable, so this animation goes unused in that build. This animation would also stick around in the data for the Alpha and Beta builds, but was deleted before the Speedrun builds.
Prototype Goboiano | Prototype Cosmo |
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The coding for handling climbing ladders was overhauled between the GoBoiano and Cosmo Prototypes. The animation for climbing in GoBoiano is one full animation that freezes when you stop climbing a ladder. In Cosmo, and in future builds, Hat Kid has four different animations for stopping on a ladder and climbing it. The climbing animation in GoBoiano was completely deleted before Cosmo.
Prototype Goboiano | Prototype Cosmo |
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The animation for landing in lava in the Prototypes was greatly improved for Cosmo. In GoBoiano, Hat Kid used a simple, static posed animation when she flies up out of the lava, but starting in the Cosmo Prototype, she gained a unique animation for flying upwards and falling after burning her bottom in the lava. The GoBoiano version stuck around in the files for Cosmo, but was completely deleted by the Alpha builds.
Prototype Goboiano | Prototype Cosmo |
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The animation for swinging on a hook point in the GoBoiano Prototype is a static pose animation. By Cosmo, it became two different animations that blend together to simulate Hat Kid swinging her feet back and forth. The Goboiano version stuck around in the data for all future builds until the Speedrun builds.
Prototype Goboiano | Prototype Cosmo |
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Again, in the Goboiano Prototype, the animation for Hat Kid firing off her hookshot is a static pose, while in Cosmo it became animated. The GoBoiano version would be deleted by the Alpha builds.
Prototype Goboiano | Prototype Cosmo |
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(Click each to view the animation) The special intro animation that plays in the Prototype builds when starting Mafia Town was... Rather unfinished in the GoBoiano Prototype, to say the least. It received a major improvement by Prototype Cosmo, although oddly, the internal order for when animations were imported does not indicate that this animation was re-imported at all. It's currently unknown how this animation was changed without the internal order changing.
Tim the Time Lord
Prototype Goboiano | Prototype Cosmo |
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Tim the Time Lord has a different set of animations only found in the GoBoiano Prototype. All of the animations were revised by the Cosmo Prototype. Tim's flying animation was given an actual (slight) motion to it in the Cosmo Prototype. His animation for carrying Hat Kid was completely changed, and his second relaxed animation was made a bit less creepy.
Audio Differences
To do: Document stuff. |
Button Sound
Prototype Goboiano | Prototype Cosmo/Alpha/Beta/Final |
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The sound for pressing a button in the GoBoiano build is different from any future builds of the game. The sound is found in a placeholder package in GoBoiano. The final version was imported the day after the GoBoiano Prototype was compiled.
Music Differences
To do: Document stuff. |
Tim's Theme
In the Cosmo Prototype, a unique theme was added for Tim the Timelord when interacting with him at the market area's fountain. In GoBoiano, no such theme exists.
Time Race
A theme was also added in the Cosmo Prototype for chasing Tim through Mafia Town. Again, no such theme was in the GoBoiano Prototype. This theme managed to survive into the files of the Alpha builds, unlike all of the other tracks listed here.
Time Trials
A theme used for the Challenge Levels in the Cosmo Prototype only, and does not exist in the GoBoiano Prototype.
Mafia Town Cutscene Tracks
Two additional cutscene tracks were added to Mafia Town in the Cosmo Prototype. The first one is for the cutscene at the fountain in the market area, while the second one is for bouncing off of a Mafia's head to retrieve your umbrella after chasing Tim for it.
Localization Differences
To do: Document stuff. |
debug.int
[mafia] mumbletest=Igem bugem I am a mafia blah blah bleh!
A bit of extra text was added to the unused debug localization in the Cosmo Prototype, seemingly for testing mumble.
forestvillage.int
GoBoiano
villageintro0 = [shake]This is the Subcon Village. We're all lost souls, hiding in shame behind these masks.[/shake] villageintro1 = [shake]This place is frightening, I want to escape as soo-[/shake] villageintro2 = [shake]I... really... like it... here...[/shake] villageintro3 = [shake]Welcome to the greatest place in the world: The Subcon Village. It's great here...[/shake]
became
Cosmo
villageintro0 = [shake]This is the Subcon Village. We're all lost souls, hiding in shame behind these masks.[/shake] villageintro1 = [shake]Run away, Kid. I am planning an escape myself, as soon as-[/shake] villageintro2 = [shake]I... really... like it... here...[/shake] villageintro3 = [shake]Welcome to the greatest place in the world, The Subcon Village. It's great here...[/shake]
The second line in the unused Subcon Village localization file was changed between builds, and the formatting on the last line was adjusted slightly.
[moonjumper] villageintro0 = Oh hello there young child! You just forget about this guy, he gets a little crazy sometimes. villageintro1 = You should come visit me in the forest later, I have some good stories to tell!
The GoBoiano Prototype contained text for the Moonjumper, which was otherwise only seen in very old footage of the Prototype version of Subcon Forest. This text was removed in the Cosmo Prototype.
mafia_npc.int
GoBoiano
paint0 = Check it dude, I've been painting them messages all over town. paint1 = ...Bro, why? What do they even mean? paint2 = It's, uh... err... I don't know... paint3 = I not understand, this is guide for vehicle?
became
Cosmo
paint0 = I not understand, this is guide for vehicle? doublejump0 = Did fellow mafia watch TV last night? Confusing science owl say small people can [hint]jump double in air[/hint]. doublejump1 = I saw. This makes mafia uncomfortable with body, must go work out.
Several lines about the paint tutorial graphics around Mafia Town in the Prototypes was reduced down to a single line and a double jumping tutorial was added in its place in the Cosmo Prototype.
GoBoiano
goldtie0 = [wave]Bling bling.[/wave] Look[waitlong] at[waitlong] me[waitlong], I am man... of gold.
became
Cosmo
goldtie0 = [wave]Look! at! me! I am man... of gold![/wave]
The first line for a Mafia who wears a golden tie in the Prototypes was changed between the two builds.
GoBoiano
magic0 = I did it! I performed a magic tri- I mean, magic illusion, that allows me to walk on water! magic1 = It requires my full [hint]concentration[/hint]! Gotta think about magic! Thinking! [shake]Hnnngh![/shake]
became
Cosmo
magic0 = My magic trick make man walk on water, but require [hint]full mafia attention[/hint]... magic1 = So hard not to think of how beautiful mafia is... [shake]hnnghh[/shake]... magicfail0 = Arrghh!
The lines for the magic Mafia mobter standing on water in the Prototypes was given a condition for Hat Kid to break his concentration in the Cosmo Prototype, done by throwing a watermelon at him. The wording between the lines was changed, and an additional line was added for when a watermelon is thrown at him.
secretitem0 = Mafia think there is way to get to item. But mafia no time to search if mafia need to stare at pretty item.
An extra line was added for a Mafia down at the docks who talks about an item hidden behind a timer puzzle.
giraffe0 = Mafia make stone floor out of giraffe!
An extra, humorous line about the appearance of the brick road texture in Mafia Town in the Prototypes was added for the Cosmo Prototype, albeit unused.
moonjumper.int
[forestlookout] whatusee0 = Ask me, my child, what does my eye gaze upon? whatusee_opt0 = A girl in red? whatusee_opt1 = A village of the dead? whatusee_opt2 = A prize in a shed? whatusee_opt3 = Nevermind!
An unused localization file for the Moon jumper was added for the Cosmo Prototype, even though it wasn't used in any public build of the game. This text can be seen in prerelease screenshots and footage.
mustachegirl.int
helpme0 = [scream]Argh!![wait] Someone stomp on these poopyheads already![wait] Let me go![/scream]
An extra line was added for Mustache Girl when Hat Kid begins battling the Mafia after obtaining her umbrella.
tim_time.int
GoBoiano
capture0 = Ha ha ha! Oh my what's this I've found? An umbrella? capture1 = This thing is so weird! How does it work I wonder? capture2 = Whoa now there kiddo, hold still! capture3 = [scream]Woops![/scream] capture4 = [scream]Hah![/scream][wait] Got it! capture5 = Hey buddy! [hint]Catch me[/hint] if you want your jiggly wiggly umbrella back!
became
Cosmo
capture0 = Ha ha ha! Oh my what's this I've found? An umbrella? capture1 = This thing is so weird! How does it work I wonder? capture2 = And look how far up we are! Everything is so tiny up here! It's so funny! capture3 = [wave]Hahahahaha!![/wave] capture4 = .[waitlong].[waitlong]. capture5 = Oh... I feel like I've dropped something... capture6 = [scream]Hah![/scream][wait] Got it! capture7 = Hey, kid with the hat! Let's play a game! capture8 = [hint]Catch me[/hint] and I'll give back your umbrella!
The cutscene with Tim was adjusted between the two Prototypes, which also happens to change the reason why Hat Kid falls in the cutscene; in GoBoiano, Hat Kid struggles while being held, while in Cosmo Tim just drops her because he has butter fingers.
timetrial_ghost.int
GoBoiano
race0 = Wanna race me? race_answer0 = Yes race_answer1 = No
became
Cosmo
race0 = Wanna race me? My record is [x] by [y]! race1 = No current record set! race_yes = Yes race_no = No race_record = [Record] race_record_cosmo = [Record Cosmo]
Text for the time trial ghost feature is present in both builds, even though the actual race functionality isn't available in the GoBoiano Prototype due to missing files. Additional text was added to the Cosmo Prototype for the mode.
tutorial.int
GoBoiano
talk0 = By pressing [button]E[/button] while looking at people,[br]you can start a conversation.
became
Cosmo
welcome0 = Welcome to [hint]A Hat in Time prototype[/hint]! This game is a collect-a-thon platformer, which means we've left [hint]goodies[/hint] all over the level! welcome1 = ... so basically we made a game for Becky. Yay! welcome2 = [hint]Explore[/hint] a little! [hint]Talk[/hint] to people! ...Or breeze through it if you're impatient!
The tutorial text between builds completely changed between the two builds. The second line in the Cosmo Prototype's text was used in a single build sent to Youtuber FarFromSubtle.
Coding Differences
Camera
The coding for the player's camera underwent numerous changes and improvements, all resulting in a slightly more refined experience in the Cosmo Prototype. However, the player can no longer move around and jump in first-person. Several additional class files relating to the camera were added, including camera volumes.
Enemies
The Mafia enemies had some tweaks and additions, allowing them to play damage voices and to make it so some Mafia enemies wouldn't alert other nearby Mafia when attacked.
Voice Acting
A basic version of mumble was added by Cosmo, and so lots of coding was changed to support it. Hat Kid is now also voice acted.
Ladders And Hookpoints
Hat Kid's ladder-climbing code was greatly changed by Cosmo, mostly to support the updated animations for it. Hat Kid will now actually try to place her hands of the steps of ladders as she climbs them, rather than just using a basic looping climbing animation. Swinging on a hookpoint also now looks more fluid, again with new animations. The swinging range for the hookshot was reduced, slightly.
Ghost Racing
Got almost a complete overhaul since GoBoiano, despite not being functional in that build due to missing ghost data.
Creatures And NPCs
Birds can no longer block the camera. Hat_Pawns can not jump as high: 540 -> 450. Tim the Timelord is now scaled up to 2.68x his original size.
Music Volume Reduction
The game's overall music, handled by the music manager class, is now slightly quieter: 0.5 -> 0.4.
HUD Controller Support
More support for navigating menus and other HUD elements with a controller has been added. A watermark HUD was added that now displays on-screen almost all the time. The newly-added logo texture now shows up on both the pause menu and the level select menu.
Other Objects
Buttons can now only be pressed by Hat Kid, as it checks to make sure that the Actor that touched the Button in its press event is a Hat_Player. The coding for handling picking up objects as Hat Kid was adjusted a little bit. Forest Traps should no longer be able to block the camera. Parasols and mushrooms should no longer be able to block the camera, either. Important collectibles should have better depth priority during the little animation of Hat Kid obtaining one. The blast radius for rocket vehicles is now a fifth of its size in GoBoiano.
Hat Kid
When bonking on a wall, Hat Kid now keeps the hurt expression on for 0.5 units longer. If Hat Kid has a status effect that prevents her from jumping, she now can no longer do a midair dive. This may be related to the status effect given to her upon touching the surface of lava; it now prevents you from attacking and jumping. The velocity when exiting a jump dive was increased from 300 to 350. Hat Kid's swimming controls gained quite a bit of extra coding to make it a bit easier to leap out of the water when near a wall. The angle of a wall relative to the angle of Hat Kid to allow her to be able to wall slide on it was changed from 100 to 30, making it much easier to wall slide if your angle is a bit off from the wall's.
Hat Kid's Double Jump
Prototype GoBoiano | Prototype Cosmo |
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One of the major differences in Hat Kid's abilities between the two Prototype builds is the loss of a Super Mario 64-esque double jump. It functions just as it does in that game: if you jump just before you land after jumping once, Hat Kid will do another jump that is significantly higher than the first. This ability was seen in the last Prototype build shown before the Cosmo Prototype was compiled, indicating that it was removed just before Cosmo was built. It's unknown why the ability was removed, but it could be that none of the streamers that were given a Prototype build seemed to mention or even notice the ability.