Hehe, thanks for noticing.
The project is still going on indeed, and I can tell you, doing everything yourself is an infinite amount of work. I don't mind it because it's a big hobby, and it forces me to keep a bit up-to-date with modern technology. Or well, at least I try. It's sometimes frustrating to see you're always behind the facts. No matter how hard you work, AAA engines will be ahead, and smart guys write papers faster than you can implement. I always thought skill would be the crucial factor, but more important is the amount of time you can&want to spend on your project.
And at some point, it becomes so huge that maintenance is getting hard. A perfect engine would be made of modular 100% tested/documented -> working "blocks". But when doing it alone, you simply don't have time to make everything perfect. With as a result that I often waste hours/days on updating old code or tracing bugs in stuff I made a year ago.
In my case, another limiting factor is making the actual graphics. I can draw and model a bit, but certainly not on a professional level. Yet I try to make the game look as good as possible, so I'm dependant on the very limited time of a very small group of artists that is willing to help me in their free hours. You can program supercode, but without artists that generate maps, props, sounds or textures on the fly, you still have nothing. 60" flatscreen or an old tube, an ugly woman on the TV will always be an ugly woman.
That said, it all depends on the size, goals and eventual help you can get. Making a 2D platform game is far less complicated, and thus far more realistic. A 3D engine could be done as well, but be careful not to get sucked away in the graphics-black hole. If you can live with lower end graphics, life gets a lot easier