Update!
So it's been an interesting couple of months and in terms of porting to MZ it's been so far very good.
Thanks primarily to Siglegna, the project has been ported successfully to MZ and it runs a heap better than MV, never did I realize how badly MV was bad in comparison.
Majority of game functions have been replaced with new and improved plugin versions including new standalone plugins provided by Sirlegna, combat is improved like never before, taking full advantage of particle animations and hit/miss/evade effects unseen on any other RPG Maker game.
Map visuals have been improved where some changes were made to better suit the environment of a polluted off world mega city. Immersion is definitely a key goal here to take you out of the real world into a wacky future.
There are some small things to fix such as icon allocation, vehicle pathing, and mechanics such as
the perk system I had been working on before the port. Vehicles currently do not have any of the desired functions such as physical size and other rules, we have now overhauled most of the city's mechanics for ease of programming such as spawning traffic light functions, pedestrians and many more.
The ideal goal here is to bring the project back to speed to how it was on the MV project but better,
and to merge both Garrison and Morrowsbrook into one connecting island- that means a dozen+ maps have been added. When things are back to speed, missions will be remade at great efficiency
and there will be plenty of already prepared areas to traverse to in order to complete them. The larger the areas are the more better missions will be.
Here is a preview of the work in progress map merging.
Now to finally add, IRL has me still working a job and other responsibilities so trying to devote time working on this will be random. I hope to soon get some time to work further on this as I am gaining motivation with MZ.