Hi all I've been toying with a design of a Sonic game for awhile, mostly 3D action with some RPG elements in the form of gaining experience and unlocking new abilities. In this way I see three ways of doing things 1) customizable moveset somewhat akin to Emerl of Sonic Battle. 2) cycling through 'abilities' during the action. 3) Each special ability requires a combination of key presses. Each I can see advantages and disadvantages, 1) leaves you with only the abilities you choose until you reach a point you can change them ... 2) I feel might be somewhat frustrating if a single control does multiple things, but the player may forget what they have selected, or miss select when cycling abilities. 3) In a sort of fighting game special moves way, not sure if that would work in a game based heavily on movement. For 1) I had other thoughts like customizing even non-special moves ... for example, Sonic's second jump could be swapped between a insta-shield, double jump or bounce attack ... his spin dash could be replaced by the super peel out, etc. Control wise I was thinking of working around a set number of keys. Primary Controls Movement = D-Pad, Arrow Keys, etc Jump Action - Normally a jump followed by a special ability (fly, glide) Attack Action - Attacks, inspired mainly on those of Sonic Battle. Speed Action - Varies widely: For many = Dropping into a roll when running, powering up a spin dash while stationary, possibly a homing attack while in the air. Power Action - A special ability often dependent on a gauge, Sonic examples: Speed Boost, Sonic Wind, Blue Tornado. With the gauge at full power I'd also like the ability to change to the 'Super Power' or have an alternate method of activating it ... this would include things like: Light Speed Attack or Chaos Control. Secondary Controls Whistle - Call 'pet' or alternatively a team mate for a 'team action'. Pick Up/Put Down - occasional objects. Camera - Adjust position. Cycle Abilities/Inventory? I feel like this is abit of a convoluted post, but I'd love some feedback and ideas for a good control scheme that feels natural to Sonic gameplay while allowing a number of actions to be performed.