Hello everyone, ThaumX here reporting from Germany. I've been doing a good deal of traveling lately, and now we're visiting inlaws and friends here in Deutschland. It's been quite a while since I've visited friends and family, so there's a lot to do. As far as AW is concerned, we've also got the first ever meet-up with Besty and me happening next weekend in Koln. :D Working without air conditioning is certainly different than I'm used to, but luckily it hasn't been too hot over here yet!
As far as AW goes, I'm excited about the prostitution that'll be available in version 24, which is coming along nicely. For this update, I'll talk briefly about adding an escape hatch to the game.
The concept is basically to add a way to escape from the current screen in the game. Of the game-breaking bugs we've seen in the game over the last year, a majority have been game-breaking primarily because they interrupt the progression of the game, leaving the player "trapped" on a screen. While the bug itself may be very minor and not cause any problems, being unable to continue IS a problem, obviously. Adding an escape hatch will allow players to circumvent any of those situations they encounter to continue playing.
The button is set up to be visible from just about any screen in the game. It calls an escape function that checks the current game area and executes code to escape based on that. This should make the function more reliable in terms of not screwing up the game, as the steps to escape from the sleep screen, for example, are different than the steps to properly exit the job screen.
Once the game gets close to the 1.0 release we'll probably either remove the escape hatch entirely or at least leave it as an option that must be manually enabled.
That's pretty much all I've got for you this time, so I'll leave you with a couple hatch things Besty made :D