Yes. For animating all the different combinations of armour, weapons, etc option 2 sounds like the better way, but still alot of work I suspect.
I can see anchor points working for things like the helmet on the player (maybe it even becomes the head/helmet), but the sword I think would be more difficult if it goes through complex motions. I am no expert with any of this but if it was me I would probably isolate the weapon animation as its own sprite and just frame by frame layer it over the player animation so the player's “body” animation would be the same, but a different weapon sprite used (e.g. regular sword vs flaming sword). If armor moves/morphs a lot based on the player's animations, then a seperate sprite layered over the player body animation would work, but again a lot of work I suspect.
For me, that is why I am leanig towards the Sci-Fi assets as any weapon that I plan to use, I would just rotate 360 as needed with some complexity if I want the back arm to move with the front arm which I already have working in my current game engine.
Also, I have a weapon select system working for the Sci-Fi theme, but would have a lot of work if I wanted to keep track of weapons, armor and other inventory for a dungeon theme.
I can see how the eight-direction movement allows for extra angles to shoot at, especialy if the weapons are static for each one of the 8 directions. Since, again, I plan to rotate the weapon 360 degrees for the hero and enemies, I don’t really need the 4 or 8 directions (other than if I wanted the characters to look better in terms of actually representing the direction moved as oppsed to just having a left and right sprite).
A week ago I did look very briefly at the small prototype you mentioned, but may take a closer look. Thanks for the reminder.
I am looking forward to seeing what you come up with for expansions for Sci Fi backgrounds and props.
Currently I use Game Maker for my game development. Since I only plan to work in 2D at this point, for me Game Maker works very well. The only disadvantage I see right now is that I have to fake any lighting effects.
It has taken me 13 months so far from not knowing Game Maker to getting a side-scroller engine shooter with inspiration from Metrovania-like games, but I am briefly taking a brake from that to develop a top-down engine which currently caters more towards a dungeon hack/slash but plan to use if for an above view Sci-Fi shooter, using you assets, if all goes well.
Your dungeon hero character animations, including those of the enemies are outstanding. I want so badly to try developing a dungeon game with your assets but will focus on the Sci Fi theme since my current game engine support it much better.
One thing I thought I should mention concerning your dungeon hero: With the hero's sword out all the time and off to the side, I find in my testing that I needed to add an extra collision tile between my wall and the character; otherwise the sword/arm would appear to be floating over or under walls. Thus I could not have the character next to a wall. He had to be further out.
Thanks again for getting back to me!
All the best!