I've had to tear myself away from a few interesting concepts because I wasn't getting enough good puzzle ideas. But a couple of days ago I hit upon a setting that I've managed to flesh out into a small adventure on paper. So far, in terms of coding, I've mostly been doing more thorough research/tinkering with Adventuron itself (I really flew by the seat of my pants, last time!), and I'm starting to get a feel for the design philosophy behind it.
At the moment, my opening text is about half-finished and it already feels rather long to me, so I'm trying to think of a way to get some of that information/setup into the game proper, perhaps as another puzzle.
The writing is a bit slow-going as I'm having to rewrite things multiple times to get them to feel sufficiently "Wodehousian" when I read them back... ;)
One of the challenges that I've had with Adventuron is with the documentation. There's a lot of good info there, but it's laid out very much in an order to be followed as a guide for a beginner (which makes sense), but I'd like more of a programmer's reference/overview. I don't know if it was as well-developed the last time that I used it, but I'm finding that the in-editor "Ctrl-Space" hint system is filling a lot of that gap for me this time.