Understandably, most Zelda fangames are 2D. And if they do use the concept of 3D, it's more like ALTTP's where the concept of multiple floors is simulated. However, I was interested in creating a more thorough recreation of 3D Zelda gameplay.
Here is a proof of concept showing 3 axis gameplay in action.
This method uses no 3D geometry whatsoever to create depth; it's all 2D and will be tile-based. (this is why the shadow abruptly jumps - I'll have to implement a shader for it to act more realistically)
I'm developing this base 3D-gameplay-in-2D engine for a couple of things - one of them is a personal project, but I'm also interested in creating a Zelda engine using this with two potential branches.
Once branch could be OOT-based, where the 3D depth is used less for platforming and more for multiple Dungeon floors and puzzles that can work with an extra axis.
The other branch could be BOTW-based, where jumping is more like how I currently have implemented. Climbing would be a big focus, as well as weapon durability and a scaled-down imitation of the Chemistry System.
This is the potential sprite style for the OOT-engine.
While both branches could exist, I'm not sure if it would be more natural to flesh out one more than the other. I'm still very early in the process, so I'm interested in your guys' thoughts.