Well we are discussing wether or not it is possible
In
two days, the feature are like that in 3D:
Bumper
Enemy that chase you on sight
End of a level
basic plateform
wall running plateform
spike
Useless eye candy:
Big ugly flare
fake colored cast shadow
eye adaptation (when flare apear)
fresnel on the character to make it pop
camera that does not get stuck behind wall
Bonus:
Little mesh / animation viewer
small posing option (no save)
UNWrap tool for mesh
Bad UI
I can easily make level with the engine "as is" by using the heightmap and some multi texturing to create zelda PH like room and game.
The fact is that was
not intended to be a full game, just a feasibility test!
After that test i spend more time researching advance thing to implement, the next goal is to do a mix of sonic, zelda 64 and mario 64 movement set, but not intended to be fun YET (learning process).
That's true there is little gameplay in this, but i could have done something under a week and having something pretty to show.
From what i have experience, 3d is easier because it is vectorial process and remove a lot of hassle with 2D stuff (sorting sprite depth, facing, animation, collision, no need for parallax, generally have free blending effect, etc..) and is essentially the same to program (easy to constrain in one plan).
If i were to program the 2D game we had made we would have get a top down camera and more dynamic animation for FREE.