time gear
Eternity in an hour
I think characters abilities being consistent with each-other makes an equal amount of, if not more sense.
There's no need for every character to have extra abilities the game isn't designed for, there's LUA for Sonic Lost World Bounce, which I like.
Again I think it'd make sense for Shield Abilities to *always* be Spin, and Jump Abilities to *always* be Jump. It's just as consistent.
My 3 button proposition maintains this, at least in regards to shields remaining activated by spin. As for abilities that require you to jump first, Super Sonic already exists as an example of mapping a midair ability to a button that isn't jump with his hover.
The point I am trying to make here is that when you design a character that is capable of more actions, it is often a necessity to increase the number of buttons used to avoid unnecessary conflictions and keep the playstyle intuitive. The use of a third button also presents the opportunity of additional slots to fill with actions. These slots wouldn't need to be filled by every character, though they would be there for when doing so is convenient and allows for a meaningful addition to the character's moveset.
For example, in regards to Amy, the third button being relegated to hammer swings frees up the spin button while grounded and also the midair action. Perhaps while grounded the spin button allows the player to make Amy trip and slide a short distance along the ground, busting badniks in her path and can gain speed down slopes but is unable to go under spin only paths. While in the jumping state, she could have a reduced jump height more on par with Sonic's jump, but could gain a double jump that can be used in addition to rather than instead of her hammer.
This would give Amy a jumping action that is actually based around mobility like all of the other characters, would preserve the shield button remaining consistent among all characters, would give her an additional option to attack enemies that doubles as a ground based mobility option, and keeps use of the hammer to one consistent button.
In effect, this would allow Amy to maintain a self-consistent design mentality that also does not contradict the other characters. The third button could then be used to add a few additional abilities to the other characters here and there, not necessarily everyone and not necessarily filling all possible actions, but allowing for a few additional options here and there that enhance each character that receives them in some small but noticeable way.
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