Translation: I fucked around on a pretty boring side game which didn't really add anything of value, then spent two weeks (???) implementing an outfit which I'd already shown previously. Then, since I lied about how planned out and written the next updates were in a previous update, I had to struggle to actually write Samantha's content. The next update won't be bigger as I've just told you how much time I wasted, and the updates are always pretty much the same size, but hopefully telling you to wait till Summer for a big update will ensure no one gets upset I'm taking 10 years to develop this game, it's been 5 already! Oops!
What an odd translation. I can do better than that.
However, my plans have changed a fair bit since then. I spent about a week and half on Mykocks manor, plus a little over two weeks implementing the new cafeteria uniforms. So, that's about four weeks I’ve managed to put myself behind schedule already. I am also going to need a little more time than I initially anticipated introducing Sally's new outfit. Plus, to be entirely honest, I struggled a bit over the writing for Samantha’s content and got stuck over that for a little while. So, all I can say at the moment is the next update is delayed by about six weeks or so. On the positive side, more development time just means a bigger and better update and version 0.16 is shaping up to be a good one.
Translation: I was working on Samantha's content and unexpectedly hit a wall. While the overall plan is there, some detail kept blocking progress. While trying to deal with it, I started experiencing a starting burnout. To snap out of it, I decided to work on something completely different. Something less important in order to get away from the pressure of everything having to match the storyline perfectly. The choice ended up being Mykocks manor. After that I worked on uniforms, again to deal with something other than storywriting. I have now recovered from the writing stall, but the detour has delayed the next release by 6 weeks. Also having had time to think, some plans changed because I came up with better ideas on some aspects of the story/graphics/whatever.
My take on this is that this is perfectly normal for game development. Been there, done that. You can crunch up to a release, b but in general development is a marathon, not a sprint. Run too fast on average and you risk falling over and not recover. When feeling the first symptoms of burnout, or just getting upset about getting stuck on something, taking a break from the problem is often a good idea. Going back to it 3-4 weeks later will let you look at the issue with fresh eyes and it might not even be a problem anymore.
I see nothing negative in the update. What a read is that Altos is human (big shock I admit. Who would have thought?) and he is making mature decisions, which will benefit development in the long run. Diverting from a schedule is sometimes needed to avoid unreasonable workload or substandard quality. Often a plan is an overall plan and once you do the actual work, you encounter all the details, including those not considered when the overall plan was made. This is the main reason why development rarely goes precisely as planned.