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A Hat in Time (Windows, Mac OS X)/Unused Objects/HUD Elements & Menus

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

HUD Elements

Hat_HUDElementBadges

The Energy Meter HUD from the Beta that also displays the player's current Badges. However, it was edited since those builds to omit the Energy Meter entirely even though it still loads the assets for it, and now only displays Badges.


Hat_HUDElementBingoCard

A HUD for the scrapped Bingo Mode being made during the development of DLC1. This class file was never present in the Modding Tools, and can only be extracted from builds around DLC1's release. Also, because extracting it is the only way to view the class file, its coding cannot be seen in its entirety. What can be seen are various variables for "Clear Progress", checking if the player is one tile away from a Bingo, and checking what tiles would give the player a Bingo.


Hat_HUDElementBossText

(This HUD is shown in the video at the top of the main page)
The HUD that appeared when the fight at Barrel Battle started in the Alpha and Beta builds. No longer present in the game or the Modding Tools.


Hat_HUDElementCocoa

The HUD element for the scrapped Cocoa mission meant for Mafia Town/Mafia HQ. Contains quite a bit of coding for handling pouring cocoa, spawning cameras, and plenty of other things. Uses the Cocoa meter graphics, as well as the unused feedback HUD graphics. Removed in the February 7 2023 update for the game.

Hat_HUDElementDebug

Self-explanatory, although its functions have changed since prerelease builds. Currently set up to display the player's current controller. Has commented out code for getting information on security guards in the current level.


Hat_HUDElementDebugMusic

(This HUD is shown in the video at the top of the main page)
Displays a basic, visual representation of the level's music tree and what track is currently playing.


Hat_HUDElementEnemyHealth

AHatIntime EnemyHealthHUD(HUDObject).png
(This HUD is shown in the video at the top of the main page)
An unused HUD that would display a health bar for each nearby enemy. The health bar graphic was the same as Snatcher Kid's in the Alphas and Betas, but the graphics have since been removed from the enemy class. They had it initially in the final game, but it was removed. No longer present in the game or the Modding Tools.


Hat_HUDElementFPSMonitor

AHatIntime FPSHUD(HUDObject).png
(This HUD is shown in the video at the top of the main page)
A debug HUD that draws a long bar across the screen along with an indicator that slides back and forth on it. Where the indicator moves is dependent on the current framerate. This HUD is a visual indicator of how well the game's performance is faring. No longer present in the game or the Modding Tools.


Hat_HUDElementMoonHunt

Not unused in the initial release, but not seen in normal gameplay. Used in the remnants of Moon Stars. Empty stars appear at the top of the screen, and each time the player collects a Mini Time Piece, one star gets filled in. When all of them are filled, the stars disappear and a different graphic appears that tells the player to "return to the penguin". It's unknown what specific penguin it's referring to. It should be noted that this HUD element predates DJ Grooves, as it was present in the Beta builds with the exact same graphics and DJ Grooves wasn't even a concept until after the Beta builds.


Hat_HUDElementPawnInfo

AHatIntime PawnInfoHUD(HUDObject).png
(This HUD is shown in the video at the top of the main page)
A debug HUD meant to test the different states of the Mafia enemy, although in prerelease builds it served multiple different functions.


Hat_HUDElementPresentEvidence

A HUD leftover from the Beta's version of Murder. Its coding has been wiped at this point, but all of its coding was present in the Beta builds.


Hat_HUDElementRocket

The basic HUD that appeared in the Prototype and Alpha builds when riding a rocket. It informs the player how much fuel is remaining on their rocket. The graphics for this HUD have long since been removed from the Modding Tools, alongside the class file for the HUD itself.


Hat_HUDElementSandTravelMap

AHatIntime SandTravelMap(HUDObject).pngAHatInTime AlpineSandTravel.png
(This HUD is shown in the video at the top of the main page)
A scrapped and unused HUD intended for Sand 'n Alps before being adjusted to work for Alpine Skyline. It displays mountains and ziplines on the map that have been discovered/activated, and each mountain appears as a circular icon. Both a large and a 'minimized' version exist, although the large version is never called by any coding normally. There is disabled coding for the ziplines that would open the map upon hooking onto one. No longer present in the game or the Modding Tools.


Hat_HUDElementSketchbook

The scrapped Subcon Forest Map system! There's an Element and a Menu version of this map, although this one tends to be a bit more laggy than the menu version. This version also isn't used by the Subcon Map Sign object. Coding for the HUD has since been wiped.


Hat_HUDElementSkinEditor

AHatIntime SkinEditorMenu(HUDObject).png
(This HUD is shown in the video at the top of the main page)
A HUD specifically made by one of the developers at Gears For Breakfast to assist modders with creating custom dye mods when DLC2 released. This menu allows the tinkering of Hat Kid's colors in real time, and the RGB values can be exported from the menu for easy use with a dye mod. Notably, it uses the normally unused HUD icon for the scrapped Air Attack Badge, which is the only reason why that asset is cooked into the final game currently.


Hat_HUDElementSnatcherTeleport

(This HUD is shown in the video at the top of the main page)
This "HUD" handles drawing the purple lines that appear when jumping into an unused Snatcher Teleporter.


Hat_HUDElementTimeOfDay

AHatIntime TimeOfDayHUD(HUDObject).png
(This HUD is shown in the video at the top of the main page)
An interesting HUD that would indicate that a level would change from morning, to evening, to night. Intended for Mafia Town. The graphics for it and the class file for the HUD itself are no longer present in the game or the Modding Tools.


Hat_HUDElementWaterFlasks

(This HUD is shown in the video at the top of the main page)
The infamous HUD that played a major role in the primary gimmick of Sand 'n Sails, the water flask system. Can be seen in Aruki's playthrough of Pumping Pumpkin Factory. No longer present in the game or the Modding Tools.


Hat_HUDElementWatermark

The HUD used in prerelease builds to indicate the build's incomplete state. Currently uses the graphics from the Speedrun Event builds, as that's the last time it was used since the initial release.


HUD Menus

Hat_HUDMenuContractTurnIn

AHatIntime ContractsTurnIn(HUDObject).png
(This HUD is shown in the video at the top of the main page)
A HUD meant for a scrapped mechanic where Hat Kid would have to go turn in her completed contracts to Snatcher manually. The graphics for the unique particle used by this were never finished. No longer present in the game or the Modding Tools.


Hat_HUDMenu_SpeedRunningEventFinalTime

Used in the Speedrun Event builds to inform the player of their final time.


Hat_HUDMenuBetaPlayTimeRestriction

The HUD used in the Gamescom Demos and leftovers in the final game when playing in the 'Gamescom Beta Mode'. It's a timer that ticks down at the top right of the screen when the timer is nearing the end. There's commented-out coding for two sounds that would play for every number that visibly ticked down, as well as a sound that would play when it says "Demo Over". According to Jonas, The sound that would play at the end was a whistle sound. The file directory for the missing sounds were in HatinTime_Placeholder_Gamescom.SoundCues, and were called "demo_over" and "demo_tick". This package and its assets are not present in any known public build of the game.


Hat_HUDMenuMainMenuBingoMode

A class file for the scrapped Bingo Mode being developed for DLC1. This class file was never present in the Modding Tools, so its coding (if it has any) cannot be seen in its entirety. Currently, extracting this class gives literally no coding for the class, other than it was an "abstract" class, meaning that it wasn't meant to be used on its own and some other class was meant to extend off of it and be used instead. Given its class name, though, it seems this was intended to be an option on the main menu when selecting a save file, likely to start the game in "Bingo Mode".


Hat_HUDMenu_SubconSign

(This HUD is shown in the video at the top of the main page)
The scrapped Subcon Map system, and this time it's the version actually used by the Subcon Map Sign object. The player can click and drag the map to look around. If they click on a point on the map, Hat Kid will turn and face towards that direction in-game. The player can zoom in and out with the scroll wheel. Controller support for this HUD Menu was never fully implemented, and this HUD also relied on a now-removed native function to search all objects in the map for a specific component. The map is divided into tiles, and each sign would reveal a tile, presumably the tile that it's inside of. Each Subcon Sign that the player touches is saved, so the game remembers which ones you've activated if you save and quit the game. If Hat Kid moves away from the sign after opening the map, the map minimizes and moves to the top-right corner of the screen, and never goes away. The map would show houses in Subcon Village, mushrooms, rocks, trees, treasure chests, eye blockades, bonfires, bonfire paintings, and wooden signs. The graphics for this map were never shown publically, and are not present in any known build of the game or the Modding Tools. Thus, in the video that demonstrates this HUD, all of the graphics are custom-made for the demonstration, except the graphic used to mark paintings, as they just used their HUD icon, which is still in the game. The coding for this HUD has long since been wiped.