It's been a while. (tl;dr at bottom, important memo below that)
Before I say anything here, there will be a lot more information coming quite soon about moving forward, AoA and so on. On the topic of late projects involving Youtubers, I've done a lot more than you probably would have expected. Firstly, I want to make it clear I didn't 'leave' AoA behind for other projects. There were some serious issues in life that had to be dealt with before moving forward, that are finally starting to resolve.
As for projects, many people are probably aware of Atlantis Rising, a giant overhaul of Minecraft that I am creating for Atlantic Craft. This has had a lot of development bumps along the way (more than I've experienced with anything before), but is a very large scale project. Although it hasn't been shown publicly yet, the work caught the attention of some other Youtubers. It turned out to be greater than what was expected when first entering the project. I will say on this, I started in Feburary and there was an agreement for me to get paid for the work along the way. To this day, I have received nothing for this project. I'm told it will happen once it goes fully public, whenever that may end up being.
Along this way, a background worker whom works with JeromeASF and other Youtubers became interested in hiring me for a small scale project. There have been quite a few of these along the way, that nobody would've ever expected I've created as usually they are a small utility style mod that seems like 'background-features' within the gameplay. I should also say, they paid upfront which seemed wonderful after months of working without anything. In life, you've got to earn unfortunately, and AoA alone could not support me. The work kept coming, with the first sizeable one being 'Total Coliseum', a mod that adds 20 customizable bosses to Minecraft.
After a while of just doing stuff here and stuff there, a mass-load of content had to be filmed a few weeks beforehand as the team was going on a vacation afterwards. At this time Jerome was doing lucky block videos, which I had not contributed to whatsoever. However, at this point I was asked if I was interested, it may surprise you I was not. When I became aware of what was being paid per block however, I was rather shocked because to me it seemed really high. The reason I got involved was because I made an agreement for this mass-filming to give block creation a shot. In the time that most of the other creators (there is actually a fairly large team working for this group of dedicated Lucky Block creators) created 1-2 blocks, I had delivered over 20. This led them to wanting to rehire me at the same pay-rate continuously because I was able to provide them with content far more reliably than other creators.
Even along-side all that work, I've still created other content for them (recently I made a PVP hide 'n' seek server mod for them). Yes, I did this work because it was highly productive for me to do so. I do like standing behind the work I've created for them, and it does irk me at times that the L.B. scene is what is highly popular, but I decided to put that aside for my own benefit.
This all doesn't mean however that my main passion projects have been ignored. The time that these other projects take up in comparison to AoA is very minuscule. There is a lot I'd like to do with AoA moving forward and some changes I'd like to bring to freshen it up and provide a better user experience (things as simple as coal & red-stone generating in all AoA dimensions). As I mentioned previously, there will be more info on AoA coming soon.
tl;dr: I've been busy with life.
The last thing I'll snip in here, one of my biggest gripes about modding is the uncontrollable restrictions and conflicts that apply. For example, if Minecraft updates and changes a lot of inner-working code, then Forge does the same, I have no choice but to recode a ridiculous amount of content. The bigger I make AoA, the bigger this problem becomes. Even things like mod conflicts that I have to constantly think about, as the more different types of content and systems I add, the more mods I risk interfering with.
There are also things I'd personally like to rework about Vanilla that would make AoA far more immersive and themed, but I cannot as once you edit Vanilla, virtually every single mod can have a conflict with you. A really strong example of this is the grace system in Minecraft, where entities cannot take damage too often, which caused me to create a system for guns that allowed entities to lose health quicker. The system has caused me a million headaches and issues along the way, but unfortunately that's what I have to do with the restrictions I'm given. There are a several more that come to mind on the spot (hitbox sizing, crafting using 9 items at a time, the vanilla armor protection values, etc).
What can I do about this? Either decide to make AoA incompatible with everything else and change Minecraft as I'd wish, or create my own environment to work in. While I've actually been offered a job creating a 3D-sandbox adventure game as such, it's too much work for one person with little chance of successfully rising up with giants in the industry like Minecraft. However, there is a way I know yet that might fly. I won't go into detail here, but I will say I have been doing a lot of research and giving a lot of consideration to something special, with a unique twist that will make it stand out from the crowd. At the moment I do have a 50% completed solo title separate from this, so I'll have to figure out what to do moving forward there. That's all I'll say for now, rest assured I've not given up or left.
take all the time you need sir sounds like good things are comin