>>13979
>do we really need a game were Sonic can both roll and slide? They basically function nearly identically, given what I experienced in Generations.
The roll is necessary (otherwise, Sonic being a hedgehog is meaningless and we want to roll down hills to gain momentum) but the slide looks a hell of a lot more stylish, plus it could be used for getting through narrow gaps when a roll simply wouldn't cut it. In retrospect, it was foolish to not allow the player to roll while sprinting, but my concern is that would be too broken and still let the player be invincible, just with more button presses.
>When are tricks initiated? Just being in the air? Or when you hit those special dash pads?
Tricks would be whenever the player is airborne from either a special ramp (like in Sonic Rush) launching up from a half-pipe, hanging on a half-pipe ledge, grinding on a rail, or airborne from jumping off a rail. I was thinking like Tony Hawk, where you needed a fair amount of airtime to pull tricks off, otherwise you crash, but you could do them anytime you wanted.
>And would parkouring being used when Sonic touches a wall and initiate it, or when he's already airborne?
A particle effect (like sparkles) would indicate parkour-friendly terrain, such as spired rocks, tree branches or posts that can be spun around. When Sonic is close enough to said particles, hitting the parkour button would lock him to it.
>And what's stopping the Homing attack being on this button, if it is, not getting conflicted with some other command action overriding it being too close to Sonic, aka, like in SA2?
Simple: removing the homing attack altogether. There's a reason I didn't list it. If we slow Sonic's base non-sprinting movement down to your average platformer, it wouldn't be necessary. And if you are sprinting, it would kill your momentum, so we want to avoid that. Even if we decide to implement it, such a thing would be mapped to the Jump button, like it always has been.
>I like the idea Sonic can store power ups instead of having to be forced into using it when it's found, but, how does this work? Like, Super Mario World? I'd have to imagine it has to be used for an item you know you're going to be using.
Sonic Generations has a system where you can equip a powerup before entering a stage, and use it whenever you want. It could also work like Super Mario World, yes. If you pick up an electric shield when you have a fire shield equipped, that fire shield goes into storage and you can swap between the two.