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simtek34

Your ideal Control Scheme for future 3D Sonic games.

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Okay, haven't posted here in almost a year, gonna use this to try and re-ignite my time on SSMB.

So control, very important. You can't play a game without it (looking at you Kinect), and we all know that Sonic has gone through many different control schemes in 3D since Sonic R in 1997 Sonic Adventure in 1998. Some good, some bad. He's learned many moves over the years as well, such as the Light Speed Dash, Bounce Attack, Stomp, Boost, Drift, and many more. What I want to know is what you would want for a control scheme. First, say what kind of controller you are going off of so everyone has an easy time following (Xbox, PlayStation, Switch Pro Controller, Keyboard, Joy-cons). Then say what moves and techniques would be mapped to each button and give a brief explanation if needed. It doesn't need to be Sonic, it can be any character. You can do as many as you like. Here are mine below. I took most inspiration from the Adventure Games/06 for moves, with a little Unleashed and Generations mixed in.

I will be using a basic Xbox controller.

 

Sonic the Hedgehog:

Spoiler

LS - Move

RS - Camera Control

D-Pad - Move (Same as Left Thumbstick)

A - Press A to Jump, tap A to Hop. When enemies are near, mash A to do a Homing Attack. If no enemies are near, pushing A twice does the Jump Dash.

B - While Running, press B to Slide. If you are standing still, B will let you do a Foot Sweep. Holding B while standing still lets you Crouch, which also gives you an alternate way to do the Spin Dash by mashing A.

Y - Press Y to do the Light Speed Dash, which lets you move across a trail of rings. Hold Y for 3 Seconds to do the Light Speed Attack, which swiftly destroys enemies.

X - Hold X to do a Spin Dash. You can also press X while running to Roll.

LB - Unused normally. Once the Final Boss is beaten, LB activates Super Sonic.

RB - If you have a Shield, you can use RB while Jumping to use a Shield Ability. In this game, the Aqua Shield, Flame Shield, and Thunder Shield would function the same, with the Bounce Attack, Fireball Dash, and Double Jump. I was planning on making the Bounce Attack part of his default moves, but I wanted to implement the Elemental Shields in some capacity.

LT - Unused.

RT - Unused.

(Note) LT and RT together resets the Camera.

Miles "Tails" Prower

Spoiler

LS - Move

RS - Camera Control

D-Pad - Move (Same as Left Thumbstick)

A - Press A to Jump, tap A to Hop. Push A twice to Fly.

B - Pressing B lets you do a Tail Swipe. Hold B to do a Continuous Tail Swipe.

Y - Press Y to toss a Dummy Ring Bomb. Can also be tossed while flying as well.

X - Hold X to do a Spin Dash. You can also press X while running to Roll.

LB - Unused.

RB - Unused.

LT - Unused.

RT - Unused.

(Note) LT and RT together resets the Camera.

Knuckles the Echidna

Spoiler

LS - Move

RS - Camera Control

D-Pad - Move (Same as Left Thumbstick)

A - Press A to Jump, tap A to Hop. Pressing A twice allows you to Glide. Gliding into a wall lets you Climb it.

B - Press B to Punch enemies and items. While climbing, press B to Dig into walls and destroy enemies on walls.

Y - While Gliding, press Y to do the Drill Claw, which also stuns all enemies on screen. If you are running, Y lets you do the Screwdriver, which is a straightforward variation of the Drill Claw, where you drill forward.

X - Hold X to do a Spin Dash. You can also press X while running to Roll.

LB - Unused normally. Once the Final Boss is beaten, LB activates Super Knuckles.

RB - Unused.

LT - Unused.

RT - Unused.

(Note) LT and RT together resets the Camera.

Amy Rose

Spoiler

LS - Move

RS - Camera Control

D-Pad - Move (Same as Left Thumbstick)

A - Press A to Jump, tap A to Hop. Press A twice to Double Jump.

B - Press B while Jumping to do a Jump Dash.

Y - Press Y to do a Hammer Attack. Hold Y to spin the Piko Piko Hammer.

X - Hold X to do a Spin Dash. You can also press X while running to Roll.

LB - Unused.

RB - Unused.

LT - Unused.

RT - Unused.

(Note) LT and RT together resets the Camera.

Shadow the Hedgehog

Spoiler

LS - Move

RS - Camera Control

D-Pad - Move (Same as Left Thumbstick)

A - Press A to Jump, tap A to Hop. When enemies are near, mash A to do a Homing Attack. If no enemies are near, pushing A twice does the Jump Dash.

B - While Running, press B to Slide. If you are standing still, press B to do a Foot Sweep. If you jump, press B to throw a Chaos Spear.

Y - Press Y to do the Light Speed Dash, which lets you move across a trail of rings. Hold Y for 3 Seconds to do the Light Speed Attack, which swiftly destroys enemies.

X - Hold X to do a Spin Dash. You can also press X while running to Roll.

LB - Unused normally. Once the Final Boss is beaten, LB activates Super Shadow.

RB - Unused.

LT - Unused.

RT - Unused.

(Note) LT and RT together resets the Camera.

Silver the Hedgehog

Spoiler

LS - Move

RS - Camera Control

D-Pad - Move (Same as Left Thumbstick)

A - Press A to Jump, tap A to Hop. Press and hold the A button to Levitate. Press A twice to Dash.

B - Press B to perform the Psycho Cutter, which throws a blade at enemies.

Y - Press Y to Stun enemies to be able to pick them up, and push other items out of your way.

X - Press X while using Psychokinesis to throw objects at enemies.

LB - Unused normally. Once the Final Boss is beaten, LB activates Super Silver.

RB - Unused.

LT - Unused.

RT - Hold the Right Trigger to use Psychokinesis.

(Note) LT and RT together resets the Camera.

 

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34 minutes ago, simtek34 said:

(Note) LT and RT together resets the Camera.

If LT is unused for every character, why not just put the camera reset on that, rather than a more complicated (and possibly invasive to gameplay in Silver's case) double trigger pull?

36 minutes ago, simtek34 said:

Y - Press Y to toss a Dummy Ring Bomb.

This is getting a little away from the controls themselves, but can we leave the whole "dummy ring" thing behind already? If he really needs a projectile he could throw any other kind of bomb, dummy rings never did anything but make things more confusing.

Anyway I'm kinda continually refining/tweaking how I'd want a 3D Sonic to control since I've got aspirations of actually making a fan game (eventually...); this is about what I've got in mind at the moment (Xbox controller):

LStick: Move
RStick: Camera
A: Jump: Press and hold again while jumping to drop dash.
B: Brake: Hold to make Sonic quickly skid to a stop. While braking (whether skidding or stopped), you can change the direction he's facing with the LStick. Sonic's momentum is temporarily stored while braking; release the button while holding the LStick in a direction to dash off with your previous speed. Sonic can briefly stick to walls and ceilings while braking. Braking also prevents Sonic from falling off of ledges, though if he skids up to one he'll go into a balancing state and lose his stored momentum. While jumping, press to air brake; this cancels his spin and his momentum and gives a very slight upwards boost (think Mario's spin in Galaxy).
X: Attack: Press to home in on and attack the nearest enemy. In the air, it's (largely) the standard homing attack; Adventure-ish range, but a successful hit bounces you forwards rather than straight up. On the ground you spindash towards a grounded target and pierce through, remaining on the ground in a rolling state. If no target is in range, you perform a non-homing dash.
Y: Special: Use an equipped item/skill, activate Super Sonic, or whatever other game-specific gimmick might need an extra button.
LT: Crouch: While stopped, press to crouch. While crouching, hold/tap Jump to charge a spin dash. Press while running or in midair to curl into a ball.
RT: Focus: Run/parkour/general "modifier" button. Hold to moderately increase Sonic's acceleration and top speed. Press while rubbing against a wall at sufficient speed to begin running on it. Press while rolling to uncurl.

Possible changes: Maybe have the brake-dash require holding Focus, so it's more deliberate and players are less likely to just shoot off from a dead stop by accident. Maybe incorporate an instashield-like effect into the air brake for extra defense (again similar to Mario's spin). Maybe require holding Focus to homing attack; it'll allow for non-homing dashes even if enemies are nearby and for the targeting reticle to only show up when holding it instead of either every time you're near an enemy or not at all, but it does add an extra step and kind of logically conflicts with the button taking you out of a roll (maybe move that to crouch? but it is the "run" button...). Maybe if you're pressing yourself face first against a wall and press Focus you get a little upwards boost to start wall running, since it might be tricky to get enough vertical speed otherwise. Maybe switch the trigger inputs to the bumpers (maybe just crouch?). Maybe there's a better input for the drop dash, maybe a double jump could go in its place. There's a lot I'd want to do some hands-on testing with before I really commit to it.

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Control "scheme"...? As in moveset?

I'd just choose Sonic Adventure for every character that matters then, it's simple enough.

Remove Sonic's ability to spindash while moving to just roling and place the ability to stop midair momentum on button 1.

That's hard work.

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6 hours ago, StaticMania said:

Control "scheme"...? As in moveset?

I'd just choose Sonic Adventure for every character that matters then, it's simple enough.

Remove Sonic's ability to spindash while moving to just roling and place the ability to stop midair momentum on button 1.

That's hard work.

That would be a good, simple start for STH. Then map light dash to a button (LSA would still have to be charged). Bounce/Stomp could also be added.

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I've posted this somewhere else but I had it in a text doc for years

MY IDEAL CONTROLS AND GAMEPLAY FOR SONIC AND OTHER CHARACTERS (yes OTHER characters other than Sonic)

 

• The overall gameplay is momentum based - running down hill increases speed, Rolling downhill increases speed even more than running down it, rolling uphill loses speed faster than running uphill, etc. Using Roll, there are no speed caps (except for what the game can handle) and any character can reach speeds up to Sonic's Boost if done down a big enough hill.

• The different characters are not all that different (they have only a little variation in speed - not including Sonic & Shadow's Boost speeds which far exceed them - but are all so fast that Quick Step and Drift are needed) and the goal is always to get to the goal as fast as possible, but differ in certain abilities (basically Sonic 3 and Knuckles style differences) that change up the experience.

• Roll (classic Spin Attack) replaces all forms of sliding and somersaulting for getting under things and can be used for smashing or burrowing in some areas. When used however, the roll disables the Drift and Quick Step abilities and it loses the traction that running has.

• Sonic & Shadow are capable of performing parkour moves but Boosting is required to perform them (Boosting is only required to start, afterward only maintaining higher than a certain speed is needed). All characters are able to use their arms to keep away from walls so that their speed is not slowed, unless they run almost straight into the wall.

• Controls are limited to 3 face buttons (A, B, C), 2 shoulder buttons (R, L), and the control stick (plus the other stick for camera control).

• No more scripted moments (splines) as getting through loops, screws, etc requires enough momentum to get through (although the speed locks in once achieved) and the character remains playable during the event (to collect Rings or avoid obstacles with Quick Step).

• Quick Step works as it did for Sonic Unleashed Wii's remote - press Quick Step button and control stick switches to Quick Steps. Drift works like in any version of Unleashed (used at any time) and is animated similarly too.

 

Sonic

• Spin Jump - press A on ground (animated as a faster spin jump than others)

• Homing Attack - tap A in air

• Wall Jump - touch wall when in air then tapping A to Jump while sliding down wall (either bring to 3D or bring back Triangle Jump)

• Crouch - hold B when standing (Crawl by moving)

• Roll (Spin Attack) - tap B when running

• Bounce Attack - tap B in air

• Peel Out - hold C when standing and Boost Meter is empty or less than one segment (builds Boost Meter)*

• Boost - press C on ground when Boost Meter has at least one segment filled (hold C to continue Boost)*

• Air Boost - hold C in air when Boost Meter has at least one segment filled*

• Spin Dash - hold B (Crouch) + hold C (works like the Peel Out, builds the Boost Meter)**

• Quick Step - hold L + control stick on ground

• Drift - hold R + control stick when running

* Boost works more like the classic Peel Outs of old where the player is bumped up to the game's highest speed but the player must maintain it. The Boost acts similar to hitting a dash pad as the end of the Boost brings out the momentum based gameplay's ability to hold the Boost speed without holding the button (so long as no obstacles or large upward hills slow the speed). The Boost can be prolonged past the initial couple seconds of Boost by holding the Boost button, after the initial Boost ends the prolonged Boost begins depleting the Boost Meter more like how other modern Sonic games with the Boost work (Unleashed & Generations for X360/PS3 or Colors for Wii); however the Boost Meter should not be that long and cannot recharge in mid-Boost so it would deplete quickly.

The Boost Meter is momentum based, as momentum builds by basic running so does the Boost Meter build (it can also build by doing tricks and defeating enemies). However the Boost Meter does not build during use of Boost, nor does it build if Sonic is slowing down or is in mid air; it will even start depleting if Sonic is standing still without using the Peel Out.

The Boost Meter is separated into sections (similar to Sonic Unleashed for Wii), tapping the Boost button once uses an entire section of the Meter, if the Meter does not have at least 1 full section then Boost cannot be used; if there is not 1 full section in the Boost Meter and Sonic is not moving, then he goes into Peel Out which builds the Boost Meter while standing still - releasing Peel Out before filling at least one section of the Boost Meter only sends Sonic running at his max non-Boost / non-gimmick running speed (basically the fastest speed Sonic can obtain running without using Boost, dash pads, downward slopes, etc).

While in the Boost, Sonic can only be hurt by spikes, electricity, and projectiles, however he does not damage enemies either (that is what Spin Dash and Roll do) he only stuns the enemy he ran into at the cost of all of his speed (he is thrown comically back on his spiny behind similar to if he ran into a wall).

** Spin Dash works much like the Peel Out: it builds the Boost Meter, if released with at least one segment filled then speed is equal to Boost, if released before one segment filled then speed is max running speed - either way it is harder to control Rolling than running and things like Quick Step and Drift are disabled. Spin Dash is really the equivalent of using the Boost and then going into a basic Roll. This can also be used by pressing the Jump (A) button while crouching.

 

Tails

• Spin Jump - press A on ground

• Flight - press A when in air (lasts for duration of Flight Meter)*

• Flight Ascend - hold A when in Flight

• Flight Quick Descend - hold B when in Flight

• Swim - press A when in water (lasts for duration of Swim Meter)*

• Swim Ascend - hold A when in Swim

• Swim Quick Descend - hold B when in Swim

• Crouch - hold B when standing (Crawl by moving)

• Roll (Spin Attack) - tap B when running

• Tail Swipe - tap or hold C on ground (like in SA)**

• Crouching Tail Swipe -  hold B when standing (Crouch) + tap or hold C

• Accelerate - hold B when standing (Crouch) + tapping A (more taps for greater rev)***

• Quick Step - hold L + control stick on ground

• Drift - hold R + control stick when running

* Tails has a Flight Meter to replace Sonic's Boost Meter, it automatically refills when not flying. When Swimming, his Flight Meter is replaced with a Swim Meter that works exactly the same as the Flight Meter.

** Tail Swipe is just the Tails Attack and the Rapid Tails Attack from Sonic Adventure, it can be done while crouching or standing.

*** Accelerate is like Tails version of the Sonic's Peel Out and Boost (more like if Sonic releases a Peel Out before building enough energy for Boost as it only sends Tails to his max running speed if fully rev'd): Tails stays in place as he spins his tails for a moment then dashes forward at his max speed which can be maintained by the momentum based gameplay - however it is not tied to an on-screen Meter like Sonic's but works more like the classic Spin Dash. During this short period, similar to Sonic, he does not damage any enemies either (with the same exceptions as Sonic: such as spikes, electricity, and projectiles) but only stuns the one he ran into while getting knocked down at the cost of all of his speed (like he hit a wall). Tails is momentarily only able to be hurt by spikes, electricity, and projectiles (which cannot be extended by holding a button longer unlike how Sonic's Boost can).

 

Knuckles

• Spin Jump - press A on ground

• Glide - hold A in air (serves as an attack)

• Swim - press A when in water***

• Wall Climb - Glide onto wall

• Crouch - hold B when standing (Crawl by moving)

• Roll (Spin Attack) - tap B when running

• Drill Claw - B in air (Digs into the ground)*

• Punch - tap C on ground

• Punch Combo - rapidly tapping C on ground (works exactly like the combo in SA2 and does not slow down speed if moving)

• Spiral Attack - hold C on ground (has homing ability, charges Power Meter for more damage or larger shock-wave)**

• Ground Shaker - C in air (slams down to ground which causes earthquake stunning all ground enemies and throwing debris that can damage all close by ones)

• Ground Dig - hold B when standing (Crouch) + A*

• Wall Dig - tap B when Climbing on wall*

• Quick Step - hold L + control stick on ground

• Drift - hold R + control stick when running

* In 3D sections, the Dig works almost exactly like in the Adventures (though a bit quicker): Knuckles digs in and comes right back out (if he digs down in certain places which are marked with an arrow or cracks or something he gets a hidden item). In 2D sections, the Dig works exactly like the Yellow Drill Wisp in Sonic Colors, see more about the Dig Meter in next section. Obviously there are only certain places or types of ground / wall where he can use Dig.

** Knuckles has a Power Meter to replace Sonic's Boost Meter - the Power Meter is what charges for his homing Spiral Attack that can defeat bosses and mini-bosses in 2 to 3 hits when fully charged and clear swaths of enemies with shock-waves that emanate from where the attack lands (larger shock-waves come from more energy in Meter), the Spiral Attack itself is animated like the Screwdriver from Sonic06 but that name is too similar to Rouge’s Screw Kick; his Power Meter is replaced by a Dig Meter when he is digging in 2D which works similar to the Wisp Meter in Sonic Colors (if his Dig Meter completely depletes while digging he loses a life), the Dig Meter automatically refills when not digging.

*** Knuckles’s Swim works exactly the same as his Glide but does not serve as an attack.

 

Shadow

• Spin Jump - press A on ground (animated as a faster spin jump than others)

• Homing Attack - tap A in air

• Wall Jump - touch wall when in air then tapping A to Jump while sliding down wall (either bring to 3D or bring back Triangle Jump)

• Crouch - hold B when standing (Crawl by moving)

• Roll (Spin Attack) - tap B when running

• Chaos Spear - tap B in air when with a Chaos Emerald and enough Rings*

• Chaos Blast - hold B in air when with a Chaos Emerald and enough Rings (hover in place for the short moment while charging, if released early it becomes Chaos Spear)*

• Air Shoe Hover - hold B in air when without a Chaos Emerald or not enough Rings to hover in place for a moment (this is just the Chaos Blast hover)*

• Peel Out - hold C when standing and Boost Meter is empty or less than one segment (builds Boost Meter)**

• Boost - press or hold C when Boost Meter has at least one segment filled (hold C to continue Boost)**

• Spin Dash - hold B when standing (Crouch) + hold C***

• Quick Step - hold L + control stick on ground

• Drift - hold R + control stick when running

• Chaos Control - L + R when with a Chaos Emerald and enough Rings*

* When Shadow has a Chaos Emerald, in exchange for Rings he can use Chaos Control (Time Stop version only), Chaos Spear, and Chaos Blast - each technique requires a different number of Rings; cannot use if do not have enough Rings or no Emerald - instead replaced with a very short hover ability.

** His Peel Out, Boost, and Boost Meter work exactly the same as Sonic's (but a bit slower in speed and with different animations - like his Peel Out is him hovering in place as jets of fire are spouted from his shoes).

*** His Spin Dash also works exactly the same as Sonic's.

 

Amy

• Spin Jump - press A on ground (works as a spin attack like everyone else)

• Float - hold A in air*

• Crouch - hold B when standing (Crawl by moving)

• Roll (Spin Attack) - tap B when running

• Hammer Attack - tap C on ground while standing**

• Hammer Slash - tap C on ground while running**

• Air Hammer Spin - tap C in air**

• Hammer Twirl Dash - hold B when standing (Crouch) + tap C***

• Hammer Jump - hold B when standing (Crouch) + tap A****

• Hammer Jump - hold C then release C on ground

• Quick Step - hold L + control stick on ground

• Drift - hold R + control stick when running

* Amy's Float works like it did in Sonic Heroes: she pulls out her Hammer and spins like a ballerina to slow her decent. Hitting an enemy during a Float will stun them and knock them out of the air if flying but deal no damage.

** Her Hammer Attack is basically her Hammer Attack from Sonic Adventure: she hammers the ground (although it should have greater reach). Her Hammer Slash is her running version so that she loses no speed. Her Air Hammer Spin is basically her jumping Hammer attack from Sonic Adventure, but since her basic jump is already an attack, it is more about extending her reach.

*** Hammer Twirl Dash is Amy's version of the Spin Dash but works more like Tails's Accelerate, however Amy requires no reving or charging: she skips out of the crouch immediately at her max speed as she pulls out her Hammer and then starts spinning with the Hammer similar to her Spin Hammer Attack in Sonic Adventure for a few seconds (during which time she will do damage to any enemy she hits unless she takes damage first from by spikes, electricity, or projectiles), soon she stops spinning, puts away her Hammer, and is just running as the momentum based gameplay takes over.

**** Hammer Jump is a super high jump Amy achieves by using her Hammer like a pole vault - there are 2 ways to input the command to use it: press jump while crouching (faster but requires being still) or holding C for a full second (can be done while running).

Amy should be an NPC most of the time - and her role should be mostly comic relief.

 

Rouge

• Spin Jump - press A on ground

• Flight - tapping A in air*

• Glide - holding A in while in Flight*

• Swim Stroke - tapping A when in water***

• Swim - holding A when in Swim***

• Wall Climb - Glide onto wall

• Crouch - hold B when standing (Crawl by moving)

• Roll (Spin Attack) - tap B when running

• Screw Kick - B in air (Digs into the ground)

• Kick - tap C on ground

• Kick Combo - rapidly tapping C on ground (works exactly like the combo in SA2 and does not slow down speed if moving)

• Ground Dig - hold B when standing (Crouch) + A**

• Wall Dig - tap B when Climbing on wall**

• Quick Step - hold L + control stick on ground

• Drift - hold R + control stick when running

* Her flight works by tapping the button in air for each flap of her wings to ascend. She gets a Flight Meter to replace Sonic's Boost Meter which monitors her wing flaps, when it is depleted she can no longer flap her wings to ascend. When the button is held down she goes from flight to glide which works much like Knuckles's glide and conserves wing flaps.

** Her digs and Dig Meter work just like Knuckles's (with different animations of using feet to dig) in both 3D and 2D areas with a similar Dig Meter replacing her Flight Meter.

*** Rouge’s Swim Stroke works exactly the same as her Flight and her Swim works exactly the same as her Glide; with the Swim Meter replacing her Flight Meter but working exactly the same as it, depleting with each stroke.

 

Blaze

• Spin Jump - press A on ground

• Axel Tornado (Accelerator Tornado) - tap A in air to gain height (double jump)

• Burst Hover - hold B in air

• Crouch - hold B when standing (Crawl by moving)

• Roll (Spin Attack) - tap B when running

• Fire Boost - press C on ground when Boost Meter has at least one segment filled (hold C to continue Boost)**

• Aerial Fire Boost - hold C in air when Boost Meter has at least one segment filled**

• Burst Dash - hold B when standing (Crouch) + tapping C (more taps for greater rev)*

• Quick Step - hold L + control stick on ground

• Drift - hold R + control stick when running

* Burst Dash is just a fancy Spin Dash done like Blaze's Burst Dash does in the Rush games becoming what Sonic06 called her Spinning Claw. It only reaches her top running speed but as an attack it still disables Quick Step and Drift and is harder to control. Obviously this cannot be used to get under obstacles like how the Roll (Spin Attack) can be.

** Bearing some similarity to Sonic's Boost, Blaze's Fire Boost is also controlled by a Boost Meter that must have at least 1 full segment to use. Once the segment use is done, the Boost ends leaving the momentum based mechanics to take over, unlike Sonic's it cannot be extended - though after a short break another Boost can be used for the cost of one more full segment. Blaze's Meter is built by defeating enemies and performing tricks, making it a bit more rare but it does not drop for any reason other than being used for Boost. However Blaze's version envelopes her in flame and serves as an attack. Its speed is only slightly faster than her top running speed (like Tails's Accelerate) and is nowhere near Sonic's version.

 

Silver

• Spin Jump - press A on ground (works as a spin attack like everyone else)

• Levitate - hold A in air

• Psycho Grab - hold C to activate grab when enough energy in PK Meter, each object uses a percentage of PK Meter, objects continue to be held after releasing C until thrown with Psycho Throw or tap C to drop*

• Psycho Throw - tap B when holding (an) object(s) in Psycho Grab to throw 1 object at a time*

• Psycho Smash - hold B when holding (an) object(s) in Psycho Grab to throw all objects at once*

* Psycho Shock - tap B in air to stun nearby enemies when enough energy in PK Meter, uses a percentage of PK Meter

• Crouch - hold B when standing and not holding (an) object(s) in Psycho Grab (Crawl by moving)

• Roll (Spin Attack) - tap B when running and not holding (an) object(s) in Psycho Grab***

• Teleport Dash - hold B when standing (Crouch) and not holding (an) object(s) in Psycho Grab  + tapping C (more taps for greater rev)**

• Quick Step - hold L + control stick on ground

• Drift - hold R + control stick when running

* Silver's Psychokinesis basically works under similar ways as it did in Sonic06: he has a PK Meter to replace Sonic's Boost Meter and can only hold items, levitate, or shock until it is depleted. Like in Sonic06, he can Grab missiles, bullets, stunned enemies, and environmental items and his PK Meter rebuilds itself automatically when not using abilities.

** Teleport Dash is more like Tails's Accelerate.  It only immediately accelerates him up to his top running speed but is not an attack so he can still use Quick Step and Drift. The Dash only works when Silver is not holding things with Psycho Grab.

 

Espio

• Spin Jump - press A on ground

• Chroma Camo - hold C*

• Shuriken -  tap C on ground**

• Crouch - hold B when standing (Crawl by moving)

• Roll (Spin Attack) - tap B when running

• Wall & Ceiling Climb - Jump into any wall or ceilings

• First Person Aiming Shuriken - hold B when standing (Crouch) + hold C (aim) > release C (throw)

• Horn Charge - hold B when standing (Crouch) + tapping A (more taps for greater rev)***

• Wall / Ceiling Climb - jump against a wall or ceiling

• Quick Step - hold L + control stick on ground

• Drift - hold R + control stick when running

* Chroma Camo is an invisibility that works like it did in Heroes, enemies do not actively attack during it (and if they were actively attacking become confused). It is linked to Espio's Camo Meter that replaces Sonic’s Boost Meter which depletes for as long as he is invisible, when it is empty he becomes visible and is momentarily stunned and vulnerable - this stun time is very short and not as long as Amy’s in Sonic 06. The Camo Meter replenishes itself when not using Chroma Camo.

** Espio throws shuriken like he did in Sonic Heroes. In First Person Aiming he can throw them at a small aiming reticle.

*** Horn Charge is Espio's version of the Spin Dash but works more like a combination of Tails's Accelerate and Amy's Hammer Twirl Dash, it only sends Espio to his max running speed if fully rev'd. Espio stays in place as he spins like a top (like he did in Chaotix) for a moment then dashes forward at his max speed in an attack which can be maintained by the momentum based gameplay - however it is not tied to an on-screen Meter like Sonic's but works more like the classic Spin Dash. and is just running as the momentum based gameplay takes over.

 

Vector

• Spin Jump - press A on ground

• Bubblegum Descent - hold A in air*

• Crouch - hold B when standing (Crawl by moving)

• Roll (Spin Attack) - tap B when running

• Bite - tap C on ground or while swimming

• Bite Combo - rapidly tapping C on ground**

• Frenzy -  hold C on ground (has homing ability, charges Power Meter)***

• Swim (Grace Period) - automatic upon entering a water hazard that would cost a life (lasts for duration of Swim Meter)****

• Swim - press A when in water (lasts for duration of Swim Meter)****

• Swim Ascend - hold A when in Swim

• Swim Quick Descend - hold B when in Swim

• Bubblegum Superball - hold B when standing (Crouch) + tapping C (more taps for greater rev)*****

• Bubblegum Bounce - tap B in air while in Bubblegum Superball

• Quick Step - hold L + control stick on ground

• Drift - hold R + control stick when running

* Vector’s Bubblegum Descent is much like Amy’s Hammer Float but animated as his Bubblegum Descent from Sonic Heroes

** The Bite Combo is much like Knuckles’s Punch Combo but animated as biting

*** Frenzy is similar to Knuckles’s Maximum Heat Knuckle Attack or Sonic’s Light Speed Attack from Sonic Adventure but animated as Vector racing around doing lots of biting, Vector’s Power Meter is charged just like Knuckles’s Power Meter for the Power Punch.

**** When Vector enters water, he can swim through the water similar to how Tails can fly through the air in Flight, the longer he swims the faster he swims and his max swimming speed is much closer to his max running speed. If Vector falls into a water hazard that would otherwise cost a player a life, he gets a grace period where he can swim on the surface of the water (no descent) to a safe spot but the Swim Meter depletes faster than normal.

***** Vector’s Bubblegum Superball is like a super sized version of Sonic’s Spin Dash, Vector surrounds himself in a large bubblegum bubble in which he stands up in (similar to the hamster balls from Super Monkey Ball) and begins reving up and spinning in place. He then dashes the bubble forward at his max running speed (if fully rev’d) after which momentum based physics take over. If Vector hits anything (any wall or object, except enemies and other damage causing hazards), he gets bounced into the air, or he can also jump while encased in the ball. While airborne, Vector can use a bounce attack similar to Sonic’s Bounce Attack that will send him back up even higher than Sonic’s version. Vector can pop the bubble using his Bite or by hitting an enemy, which causes damage to the enemy. Hitting other obstacles like spikes, electricity, and projectiles not only pops the bubble but also causes damage to Vector.

 

Charmy

• Spin Jump - press A on ground

• Flight - press A when in air (lasts for duration of Flight Meter)*

• Flight Ascend - hold A when in Flight

• Flight Quick Descend - hold B when in Flight

• Crouch - hold B when standing (Crawl by moving)

• Roll (Spin Attack) - tap B when running

• Homing Sting - tap C at any time**

• Air Dash - tap C when flying***

• Flower Warp - hold B when standing (Crouch) + tap C when standing on a special flower****

• Quick Step - hold L + control stick on ground

• Drift - hold R + control stick when running

* Charmy’s Flight and Flight Meter work almost exactly like Tails’s but his Flight Meter takes longer than any other flight character to deplete and he is faster than Tails in horizontal speed and equal in vertical ascent

** Charmy’s Homing Sting works almost exactly like Sonic’s Homing Attack except it can be used at any time

*** When flying, Charmy can get a quick burst of speed bringing him up to his max running speed with his Air Dash.

**** If Charmy finds a special flower, he can use it to teleport himself to that flower’s counterpart in another location with Flower Warp. This can be used to find hidden things and as shortcuts.

 

Cream

• Spin Jump - press A on ground

• Flight - press A when in air (lasts for duration of Flight Meter)*

• Flight Ascend - hold A when in Flight

• Flight Quick Descend - hold B when in Flight

• Crouch - hold B when standing (Crawl by moving)

• Roll (Spin Attack) - tap B when running

• Chao Attack - tap or hold C at any time**

• Step Dash - hold B when standing (Crouch) + tap C***

• Quick Step - hold L + control stick on ground

• Drift - hold R + control stick when running

* Cream’s Flight and Flight Meter works exactly the same as Tails’s Flight, but with faster horizontal speed and slower vertical ascent than Tails

** Chao Attack works just like it did in Sonic Advance 2 where Cheese dashes at enemies in a homing attack

*** Cream’s Step Dash is much like Amy’s Hammer Twirl Dash in that it requires no reving or charging: she skips out of the crouch immediately at her max speed as Cheese spins protectively around her (similar to the Step Attack from Sonic Advance 2) for a few seconds (during which time she will do damage to any enemy she hits unless she takes damage first from by spikes, electricity, or projectiles), soon Cheese stops spinning, and she is just running as the momentum based gameplay takes over.

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Sonic Adventure style, maybe with some limited parkour integration if conducive to good level design. Make the Light Speed Dash its own button, which they’ve already figured out anyway. Bring back the balancing mechanic for rail grinding, albeit a little more forgiving than SA2. Homing attack keeps the reticule, but with a more natural sound than the old beep we’re used to. Maybe a woosh or something. But now I’m drifting off topic. Oh yeah! Keep the drift mechanic from Generations. 

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Well, here's my sort of idea for a control scheme. It's pretty general across all the characters, save for their unique abilities. I'm wanting to base this off of the idea that Lost World, where you have standard movement speed as a default--something similar to typical 3d platformers--but if you hold down the trigger, it changes you to a 'Run Mode'. This adds momentum and acceleration, at the cost of some stiffer controls. It can lead to having more precise controls by default, but can go to a less precise, but overall faster, system.

Note that abilities will be organized like this: Normal Mode / Running Mode

General Controls

Spoiler

LS - Move

RS - Camera

A - Jump, Movement Ability (Listed with Character. Doesn't shift with mode)

B - Somersault, Stomp / Roll, Stomp, Spin Dash(when standing still)

X - Attack (Can change from power-focused to speed-focused based on the mode)

Y - Interact (Reserved for special actions in the environment)

LT - Special Action (Can vary from using projectiles to activating a meter-based ability. Can also shift from power-focused to speed-focused based on the mode)

RT - Run Mode (Hold the trigger to activate, release to shift back to Normal Mode. This adds momentum and changes abilities such as Wall Jumping to Wall Climbing)

LB - Center Camera

RB - Toggle Run Mode (Shifts into run mode until you press RB again. If you hold RT while this is active, it will shift you to Normal Mode)

D-Pad - Reserved for swapping between character-specific abilities.

Character Types

Spoiler

Speed

Can homing attack,  wall jump, wall climb, and wall run. The homing attack swaps between stopping momentum and continuing momentum based on mode. 

Flight

Can fly by holding A after jumping. Flight characters are able to ascend in water as well.

Glide

Can slow descent by holding A. Glide characters will float on the surface of water and can jump from it, or sink down with B.

Climb

Combined with Glide, the character can also climb on walls by gliding into them. Climb characters can also spin dash on walls. The Stomp is replaced by the Drill Dive.

Technique

Can double jump. Supported by other abilities associated with other buttons.

Power

Can destroy walls. This is combined with other classes.

Grapple

While jumping, press [Action Button] to lock onto grapple points and swing from them. Press again to release. This is combined with other classes.

Character Abilities

Sonic

Spoiler

Speed

X - Spin Kick, Kick (Alternative to Homing Attack) / Slide, Kick

LT - Power (Swap between powers with D-Pad)

*Powers require the use of a meter that is charged by destroying enemies and collecting Rings. These would normally be found in gameplay and not unlocked from the start.

Powers

Boost - Swiftly drains the meter. Momentum from the boost will be preserved, so long as the player can maintain it.

Lightspeed Attack - While held, Sonic can target multiple enemies. When released, Sonic will attack them all at once, and end movement at the last targeted. The meter will drain more depending on the number of targets. Cancel the attack by pressing another button.

Warp Ring -  A projectile that warps Sonic to where it lands. Requires a full meter, and will completely empty it upon use.

Air Boost - Will lift Sonic in a gust of wind. This can be used while running, but will slow down Sonic more quickly the longer it is used.

Tails

Spoiler

Flight

X - Tail Attack, Air Dill (Pseudo-Homing Attack after jumping)

LT - Bomb Throw, Bomb Drop (when flying) / Bomb Drop (Helps keep momentum going by not throwing anything)

Knuckles

Spoiler

Climb, Power

X - Punch, Spiral Upper (Use after jumping to gain height)

LT - Eruption (Fill a meter by defeating enemies and rings, then activate to destroy all enemies on screen)

Amy

Spoiler

Technique, Power

X - Hammer, Hammer Spin (Acts as Homing Attack) / Jump Attack (Amy's hammer jump from Adventure), Hammer Spin

LT - Rose Tornado (Charge the meter to destroy all enemies on the screen)

Cream

Spoiler

Flight

X - Chao Attack

LT - Chao Spin (Shields Cream from damage. Once damage is taken, Cream must wait to use Chao Attack)

Big

Spoiler

Glide, Power

X - Pole Swipe (Use three times in a row to swing a fiery fishing bob around him), Hook Grapple (Gives Big Grapple ability)

LT - Fishing (Use in a body of water to play a fishing minigame. If you catch a fish, you gain a point bonus)

*Stomp is replaced by Body Slam, which allows Big to bounce back into the air.

Shadow

Spoiler

Speed

X - Chaos Power (Swap between powers with D-Pad. Can charge the attack to increase power, and while charging, Shadow hovers in the air. )

LT - Chaos Blast / Chaos Control (Slow down time around Shadow to better avoid enemies) (These require a full meter to use)

*Shadow's Air Shoes are off by default and turn on when in Running Mode. The Homing Attack has Shadow teleport from one enemy to the next, similar to the opening cinematic of his title game. This can lead to him phasing through grates and narrow passages if there is a target on the other side.

To use Chaos powers, Shadow must charge a meter by attacking enemies and collecting rings. Like Sonic, other powers would normally be found in gameplay.

Chaos Powers

Chaos Spear (Default) - Launches a spear at targeted enemy. Increases damage the longer it is held.

Chaos Arrows - As long as the button is held, Shadow will fire a constant stream of low-power bullets.

Chaos Lance - When the button is held, Shadow can aim this attack. The lance will explode upon reaching the target.

Chaos Boost - Swiftly drains the meter. Momentum from the boost will be preserved, so long as the player can maintain it.

Rouge

Spoiler

Climb

X - Kick / Slide

LT - Bomb Throw, Bomb Drop / Bomb Drop

E-123 Omega

Spoiler

Glide, Power

X - Melee Combo / Ranged Combo (Swaps between claws and flamethrowers to machine guns and missiles)

LT - Missile Launch (Lock on to multiple targets and fire on all of them. Requires charging beforehand)

*Omega is not able to swim.

Blaze

Spoiler

Technique

X - Fire Claw (Spin attack on ground, homing attack in the air)

LT - Burst Hover (Glide ability. Has a timer associated with it)

Silver

Spoiler

Glide

X - Throw, Throw All (Hold), Psycho Knife (No objects held) (Use D-Pad to select a specific object to throw. Thrown objects can destroy walls.).

LT - Grab Objects (Will pick up nearby objects as long as the trigger is held. When the trigger is pressed again, all objects are dropped. If a specific object is selected, only that object will be dropped.)

* Glide locks height, but is restricted by meter. Grabbing objects also drains meter. Silver is able to use wall run, wall climb and wall jump by jumping into a wall before pressing A. Stomp is replaced by Psycho Shock. When in run mode, Silver will levitate a few inches off the ground.

Sticks

Spoiler

Technique

X - Melee Combo / Grapple Hook

LT - Boomerang Throw (Can lock on to multiple targets)

*Able to swim like Flight characters

Espio

Spoiler

Speed

X - Kunai Strike / Kunai Throw (Espio will not slow down to attack in Run mode)

LT - Invisibility (Espio will be invisible to enemies for a limited time. Meter will need to recharge after use.)

Vector

Spoiler

Glide, Power

X - Jaw Swipe

LT - Music Blast (Launches a constant volley of music that can be aimed to destroy objects and attack enemies. Restricted by meter)

*Able to swim like Flight characters

Charmy

Spoiler

Flight

X - Stinger Bash / Stinger Charge (Will not slow down in Run mode, but will not have homing ability).

LT - Whirlwind (Destroys all enemies in vicinity. Must be charged.)

*Charmy will always fly over water automatically and cannot go below the surface.

Tangle (I'd put her in a game)

Spoiler

Technique

X - Tail Swing (Locks on to grapple points and swing, will circle and attack enemies with no target. Press again to release.)

LT - Grab (Can grab a grapple point but still freely walk. Enemies she runs into wit her tail will be tangled as well, and when the trigger is released, Tangle's tails will snap back and destroy all enemies. Tangle can also grab an enemy to start moving. Her travel distance is restricted by a meter.

Whisper (Same goes for her)

Spoiler

Glide

*Whisper can swap between 5 Wisps: Burst, Laser, Cube, Spike, and Hover. The Hover Wisp will only come in with Whisper's Glide; the others can be swapped into with the D-Pad. 

Burst (Default)

X - Flamethrower (Launches a steady stream of fire)

LT - Burst Jump (Allows Wisper to launch herself in the air continually. Restricted by meter).

Cube

X - Hammer Attack (Can destroy walls)

LT - Hammer Quake (When meter is charged, Whisper can destroy all nearby enemies).

Laser

X - Laser Snipe (Precision attack. Charge to deal more damage. Can trigger certain switches)

LT - Crystal Throw (Scatter crystals on the ground. Laser Snipe will bounce between crystals and damage enemies.)

Spike

X - Buzzsaw (Saw will remain constantly in front of Whisper. She loses no speed using it. Usage is restricted by meter).

LT - Saw Shot (Will launch saw forward, cutting through enemies. Time is required to recharge).

You may notice that I said nothing of the Light Speed Dash. I think it is an unnecessary mechanic, as the level design should be able to accommodate all other types of movement before resorting to automatic methods such as this. Certain types of automation--such as cinematic wall jumps and dash panels to transition into skydiving segments--at least look cool while using them, so I don't mind those as much.

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BAsically Adventure, but diversify the controls so everything isn't mapped to one button.

But at the same time don't map every single move to it's own button like Lost World. Who knows how the franchise that went to only needing to press 1 button went to having 7 buttons each do different things like it's an MMO.

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I favor simplest possible controls, emphasizing overall momentum of the gameplay experience by not interrupting the level campaigns (ie, Boost levels should all be together; Hunt/Battle levels should be a separate campaign). 

Two types of basic gameplay with two-button gameplay. Virtually every character can be playable as a visual/power adjustment to the main Boost and Hunt/Battle star characters --- Sonic and Knuckles.

Here's how--  Sonic & Knuckles 3D 

Choose Campaign:

Rescue (Speed stages)

Hunt (Battle stages)

Final (Unlocks after both are completed for first time)

Rescue is the day/boost stages, following Sonic on the trail of the Gaia Temples (to restore the world with the Chaos Emeralds) and, along the way, rescue humans/animals in need with Tails keeping up in his transformable T-3 hovercraft, with Chip in his passenger seat. Blaze and Agent Shadow are both on the trail too, each with their own motivations, but all having the same end goal, so they team up with Sonic along the way while otherwise keeping a separate path. 

Sonic is the default character, and best/easiest overall. In co-op, 2P co-op is instant split screen (vertical as default) , with the 2P character dropping out of a Warp Ring at the same place as the 1P Sonic if it's mid-stage out of the pause menu. If 2P co-op is from the beginning, then obviously split-screen from the start. Co-op character has infinite lives, but their progress counts equally toward completing the stage — whoever finishes first completes the level; the second player can finish or choose to Warp Ring to the end. You can easily cheat by playing 2P alone, keeping 1P Sonic tapping his foot, and play the overpowered 2P co-op to completion. The game shouldn't bother with any effort to prevent that, because it's just obviously a bit... pathetic to play that way; so if you really want to then more power to you. The idea is for the girlfriend/sibling/roommate 2P to be able to have fun and contribute without getting frustrated needing to learn how to play. They can just press buttons and do okay if they're terrible, and if they're even a little skilled, it can be a lot of fun to team up throughout the level.

Tails in T3-Jet, Shadow, and Blaze (the co-op characters) aren't playable in 1P solo until after the campaign is concluded once as Sonic; then all 3 are unlocked. Any of the CPU can called in to join you from the pause menu -- Tails, Blaze, Shadow -- and can be set to one or two modes "Help" or "Compete." This becomes an instant difficulty modifier for the stage in 1P solo, while keeping things fun and interesting. If you call any CPU character to Help, they come in and act like a souped-up version of Tails AI from Mega Drive, killing enemies for you, and offering to carry/warp you in whatever direction you like. If they're there to Compete then it's a race to the finish, instantly making the level more difficult. If you play entirely solo, it's simply you as Sonic through a full campaign, the other characters appearing in skippable cut scenes, then the others are playable as unlockables.

Two buttons, Two sticks, Two triggers -- Boost (Sonic)

B -Jump (twice for Homing; down+jump is roll/crouch, then jump again begins Spin Dash charge)

A -Boost (down+boost is stomp) 

L stick - forward/backward/strafe

R stick - camera/vision

L1 - sidestep left (hard left if L1+left)

R1 - sidestep right (hard right if R1+right)

The co-op characters vary in how those moves look and rate of speed / damage they possess (Sonic is best, meaning the other characters are all a bit more difficult to play as because they're relatively less fast/powerful), but functionally they're the same. 

Quite simple.

(If "Rescue" is completed first, the Gaia Temples are marked by the player character with Warp Rings. If "Hunt" was completed first, then the Emerald is placed in the altar.) 

Hunt is the night/fighting stages. Knuckles is on the trail of the Chaos Emeralds. He's coordinating with Amy Rose (borrowing/recontextualizing scenes from Forces), and she's coordinating Sonic & Tails on their quest to find the temples from HQ. The story is simple. Knuckles + all of the heroes are searching for the Emeralds, while also defending the world from attacks by the Dark Gaia creatures.

Co-op in this mode doesn't require a split-screen. Knuckles is the default character and best/easiest overall. Because the Hunt stages are slower beat-em-up action stages, the 2P co-op characters can be much more expansive to spruce up the fun. Tails in T3-Mech (upgraded SA2), Shadow, Blaze, and just really any character can work as a puncher, especially in this worldwide Dark Gaia apocalypse with demon creatures from the pits of Hell. Amy Rose, Silver, Rouge, Vector, Espio, Big the Cat, Mighty.  Truly pretty wide open. The only character who cannot be there is Sonic the Hedgehog, only Sonic the Werehog. However, once the Knuckles campaign has been completed (all Emeralds have been found), Sonic the Hedgehog is available in Battle.

Without a 2nd player, the 1P/Knuckles can choose any 1 partner CPU with 3 options of behavior/difficulty adjustment -- Compete, Help, and Assist (default). Assist means the CPU will help out a little bit, but not much; they mostly serve as a distraction. Help makes the CPU aggressive in clearing the way for you. Compete ups the difficulty by requiring the 1P to end the stage first/with a higher score from that point to the end of the level.

The stages don't need to be all at night. Instead, if Sonic comes in as the CPU/2P co-op, it's the presence of strong Dark Gaia energy that brings out his Werehog transformation. So when Sonic uses a Warp Ring to join Knuckles, he transforms into the Werehog because of being in the stage. 

Two buttons, Two sticks, Two triggers -- Battle (Knuckles)

B -Jump (double jump is Glide/Climb)(down+jump is roll/crouch, jump again to charge Spin Dash)

A -Attack -- for Knuckles, this is punch. (tap, hold, etc for different types of punches)

Jump+attack -- for Knuckles this is Drill Dig. (specifics of this and attack/double jump vary by character but are functionally the same).

 

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A - Jump

LS - Move

RS - Camera

RT/RB - Crouch or Roll in motion

RT/RB + A - Charge Spindash (I never liked just having it mapped to a single face button)

A + A - Homing Attack / Air Dash

 

Thats all I really need, any other buttons are open for any extra abilities that don't particularly mesh with jumping or rolling like the light dash or whatever.

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