Nefol Game Project Returns!

Posted: 1-31-25

It’s been almost six years since the last time I took a solid look at the Nefol Game Project. It was recently mentioned in the Sygnus Discord, and that reminded me to watch some of the old videos of the RPG Maker MV version we had hanging around.

Needless to say, this was enough to spark my interest in the old game. It took a bit of hunting to find the original MV game files from seven years ago – I thought I had legitimately lost them at one point – but I did eventually uncover them. Then, I had to run a smoke test to see if the old game files could still even boot up in the newest version of RPGM MV, especially with plugins that have not been updated in so long.

Much to my delight, the files worked! I had access to the original version of the game exactly where we’d left off all those years back.

That’s when my curiosity got the better of me, and I started making tiny tweaks. Some text here, some timing there… and before I knew it, I’d dragged out the old script we’d written and put a chunk of time towards re-learning how to make RPGM MV do what I need it to do in terms of crafting a story.

Playing through the game from beginning to end was not without its bugs, however… since this was originally playtested in small chunks, and never a full run straight through the game. For example, during the introduction of the game, Zento is defeated by story-Zeromus.

I’d completely forgotten to revive his character after the scene was over. Which meant, he was essentially in a dead state – to the game’s databases – throughout all the rest of the game. This only became apparent during the Digger fight when he needed to show up again and…

Well… he was still dead.

Seeing this fight couldn’t resolve without him, I had to go back and fix that so that his death didn’t result in a game breaking bug.

Fun times!

I’m also happy to note that I’ve picked up a new plugin pack from Yanfly, including an autosave function. The new Save Core plugin overhauls the entire save screen and the game itself autosaves as the story moves past specific points – which is perfect for a game that doesn’t have a lot of stopping points.

I don’t know how much I can commit to furthering the game beyond what we planned, especially since I’m going to run out of script sooner rather than later (I’ll be asking Syn for help with this). But for now, I’m enjoying the process of working with the RPGM MV system again.

I plan on, at the least, releasing updated videos with the small fixes and tweaks I’ve made. They may be tiny little fixes, but I’m also hoping to have improved HD video quality with a new export, as well.

You can see the first of these videos – the Introduction - on the new video page here!

I also have a couple of sections of the game that’s never been released before, including the newest stuff I’ve coded this week. It would be fun to eventually release the game itself as a playable format for those who are interested – it’s much nicer to play in person than to watch via video.

Stay tuned for more info and updates!


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