tunepunk, I took the liberty of shifting your question from a different thread over to here, where it makes more sense.
Good job. I bought Q3D as well to try out, but the lack of documentation, and tutorials made me give up, especially since editing levels and such was really painful in the Construct 2 environment. How did you overcome that?
I started the project thinking that I would make a simulator for our school's robotics team for its "Robot Rumble" competition. After playing around with Q3D and the AirConsole plugin for about a week, I realized that by working with students, we would have enough manpower to create an actual game.
Initially, I used a a combination of brute force (looking at all the examples and trying things), but then I asked for help from QuaziGNRLnose, who was awesome and super-knowledgeable. I wasn't trying to make a first person shooter (they aren't a good fit for smartphones anyway). Instead, we were making a "BattleBots"-style game where you don't need a lot of buttons or analog sticks. This meant that we could use a simplified version of the "Tiny Tanks" demo mechanics. We didn't even need a suspension system for the robots, just a box with four wheels. From there, it was just a matter of building out a simple platform and weapon.
All in all, it involved a lot of trial and error and learning, but I did the event sheets myself in my spare time (approximately 2 hours/day = 100 hours total) and had a working version of the game in 2 months.
The new documentation is technically incomplete (it doesn't cover physics), but is still extremely helpful. I wish it had been available when I started back in October, but I have learned a ton from it even after finishing the game. I knew nothing about 3D games at the start of the project, and I'm now confident that I could make pretty much anything I want in Construct 2.