Here's this season's update! As I noted, a lot was done to make MonBre easier for me to jump into and develop. Technically: MonBre's now on npm, (never thought I'd see the day) and each page has jQuery and a custom-build of Bootstrap on it. This will make styling easier for me, and opens up the potential of mobile support.
I'd like to announce a "soft plan" to finish MonBre in 2021. It will likely be later 2021, but now that my life's settling down -- we've closed on the house and now live in South Carolina -- it's easy to imagine jumping into MonBre maybe ten nights a year. I'm adamant that MonBre does not take up tinydark's dev time, so MonBre is only coded in lieu of recreation.
Upcoming things to look forward to:
- Assets! I absolutely have to remove all pirated art from MonBre before I release. I've picked up a few asset bundles in the past year, and I'd love to use some licensed assets for MonBre. It won't matter to the visually impaired, but we have these skill icons that I'm very eager to use.
- Ticks are likely going to change. If they do, sending a monster to work will take real time, meaning they can't explore or work again for another six hours. Exploring will be the same too, no more going out and adventuring and coming back into town to work the explorers.
- Money desperately needs a rebalancing; I had tried to make MonBre three different genres of game, and it shows in our economy.
- Mob abilities need to be reworked. Right now they have a chance to trigger each round; I'd rather say that each mob ability triggers every 2, 4, 6 turns.