Character Rotation

Alright so i am trying to write a movement script kind of like what would be used for a 2d side scroller. my problem lies in having the character rotate to the direction he is walking. i cant seem to figure out a solution to make this work properly. here is the current code i have atm

using UnityEngine;
using System.Collections;

public class PlayerMovement : MonoBehaviour 
{
	public float speed = 10.0f;
	public float rotationspeed = 100.0f;
	private float moveBack = -1.0f;
	private float moveForward = 1.0f;

	// Use this for initialization
	void Start () {
	
	}
	
	// Update is called once per frame
	void Update () 
	{
		if(Input.GetKey(KeyCode.A))
		{
			float translation = moveBack * speed;
			//float rotation = moveBack * rotationspeed;
			translation *= Time.deltaTime;
			//rotation *= Time.deltaTime;
			transform.position += Vector3.right * translation;
		}
		
		if(Input.GetKey(KeyCode.D))
		{
			float translation = moveForward * speed;
			//float rotation = moveBack * rotationspeed;
			translation *= Time.deltaTime;
			//rotation *= Time.deltaTime;
			transform.position += Vector3.right * translation;
		}
	}
}

Try this:

transform.forward = Vector3.Slerp(transform.forward, Vector3.right * translation, rotationspeed);

This might be what you are looking for.

[RequireComponent(typeof(CharacterController))]
public class PlayerMovement : MonoBehaviour
{
    public float movementSpeed = 10.0f;
    public float rotationSpeed = 100.0f;

    private CharacterController controller;

    void Start()
    {
        // Finds the objects charactercontroller.
        controller = GetComponent<CharacterController>();
    }

    void Update()
    {
        if (Input.GetKey(KeyCode.A))
        {
            LookAtDirection(-Vector3.right);
            Move();
        }

        if (Input.GetKey(KeyCode.D))
        {
            LookAtDirection(Vector3.right);
            Move();
        }

    }

    public void LookAtDirection(Vector3 targetDirection)
    {
        gameObject.transform.rotation = Quaternion.Slerp(gameObject.transform.rotation,
                                        Quaternion.LookRotation(targetDirection),
                                        rotationSpeed * Time.deltaTime);
    }

    public void Move()
    {
        Vector3 moveDirection = gameObject.transform.forward * movementSpeed;

        // Move the controller
        controller.Move(moveDirection * Time.deltaTime);
    }
}

*Updated to include some movement code.