- Joined
- Jan 23, 2019
- Messages
- 19
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Thanks, I'm downloading the file and will give it a whirl. Happy to share any details about my event setup, but not entirely sure what will be useful. I'll just go from the start I suppose. I think the only thing on the rails about my player is the intro and the start line. After the title screen, the game opens up on a separate map that gives a brief scroll over of the course.

Player spawns in an insignificant location as transparent, event is towards the top. Ultimately transfers to the actual race map which is basically identical. While on the subject, perhaps there's a more concise way to do this though that only involves the main map since they're identical anyway? I think my logic was to use a seperate map and autorun event as the next map relies on a different auto run event. On second thought, maybe it's fine just the way it is.

From there the player spawns behind the start line. This area will eventually be full of several 7 man teams of NPCs with fixed route movements. The race begins by the NPC towards the middle of the screen moving up, turning around and starting the race by making the start line passable and starting the clock. The two events in the bottom corner are where I tried out the two parallel events you posted previously.

NPC's route movement setup. No issues here although it's incomplete at the moment as I want to focus on the game mechanics first. The waiting is coordinated with the starter.

"The Starter" NPC whose route movement I posted the other day as well. This is the top of it that was cut off, but as previously posted this starts the race.

The start line is controlled with a switch activated by The Starter. By default through is off for the player, so perhaps that is enough to qualify it as On The Rails?

Once the switch is turned on by the starter, the player's speed is set to 5 and they can move through the line. You may have noticed a line of events several tiles out from the start line. These decrease the player's speed to 4. The idea was to have the start mimic a race with people sprinting for position before settling into their actual pace.

So that is all my eventing for the moment. I appreciate your input on this so much, thanks again. For now, you've given me plenty to play around with as far as the dashing feature is concerned. At this moment, I'm still not sure entirely sure how I want to implement it, but I do know the purpose I want it to serve. I want the player to have to choose when and how much of their boost to use at certain points in the game. Now I just need to figure out how that will fit into the larger mechanics of the game. I think I'll post a new thread regarding how dashing fits into the drafting idea in a few days after I have some time to tinker.

Player spawns in an insignificant location as transparent, event is towards the top. Ultimately transfers to the actual race map which is basically identical. While on the subject, perhaps there's a more concise way to do this though that only involves the main map since they're identical anyway? I think my logic was to use a seperate map and autorun event as the next map relies on a different auto run event. On second thought, maybe it's fine just the way it is.

From there the player spawns behind the start line. This area will eventually be full of several 7 man teams of NPCs with fixed route movements. The race begins by the NPC towards the middle of the screen moving up, turning around and starting the race by making the start line passable and starting the clock. The two events in the bottom corner are where I tried out the two parallel events you posted previously.

NPC's route movement setup. No issues here although it's incomplete at the moment as I want to focus on the game mechanics first. The waiting is coordinated with the starter.

"The Starter" NPC whose route movement I posted the other day as well. This is the top of it that was cut off, but as previously posted this starts the race.

The start line is controlled with a switch activated by The Starter. By default through is off for the player, so perhaps that is enough to qualify it as On The Rails?

Once the switch is turned on by the starter, the player's speed is set to 5 and they can move through the line. You may have noticed a line of events several tiles out from the start line. These decrease the player's speed to 4. The idea was to have the start mimic a race with people sprinting for position before settling into their actual pace.

So that is all my eventing for the moment. I appreciate your input on this so much, thanks again. For now, you've given me plenty to play around with as far as the dashing feature is concerned. At this moment, I'm still not sure entirely sure how I want to implement it, but I do know the purpose I want it to serve. I want the player to have to choose when and how much of their boost to use at certain points in the game. Now I just need to figure out how that will fit into the larger mechanics of the game. I think I'll post a new thread regarding how dashing fits into the drafting idea in a few days after I have some time to tinker.

