by Spike » Sun Dec 18, 2016 2:41 pm
the second is more familiar to me.
its a little more arcadey in that strafing while fighting is much simpler, which means you can require its use without excluding casual players quite so much, whereas the first limits gameplay to only 8 directions which requires more strategy.
or in other words, gameplay is probably going to be easier to balance with the second scheme, assuming players are not limited to a dpad.
regarding animations, if you split your model into upper/lower parts, you could more freely twist the upper without twisting the legs. additionally only respond to the mouse when actually clicking/attacking (some timer after which it reverts to the direction that its facing), should make the inventory etc feel a little more natural.
either way your animation+movement+angle changes seem too jerky for my tastes.
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