Top-Left: "Love Death & Robots" The Dump, Ugly Dave
Top-Right: Daniel Tao's concept sketch based on my description
Bottom-Left: DALL-E 2, "insane skinny old man wearing VR headset, digital art"
First of all, why old man? To be honest I didn't go through too intricate of a thinking process when I decided to make this character a insane, skinny/slender old man. I just thought a skinny man with long arms and legs would have this right amount of "ridiculous" factor when the player start swinging all kinds of strange and crazy weapons from the POV of this guy.
Why VR headset? This part is mostly about the storytelling: it functions more like a special tactical lens for the "hunters" like this guy, but on top of providing an interface that shows the player status (health, aim cursor, etc), it also works like a filter that "rationalizes" the unspeakable horrors that the hunter is facing, rendering gross looking fish humanoid enemies into more acceptable "cartoon figures" for the sake of the hunter's sanity (yes that's why all the enemies will be low-poly models, but I'll try to make a "realistic" version of the scene in the future in case we will ever need a fight that our hunter has to take off the headset).
He needs a good stache, but since we're using first person right now he might not even have a head in the current version of the game.
Currently working on rigs, expecting it to be done on 2/15 - 2/20 along with some animations.
So previously we mentioned, our old man also dabbles in some traditional seafood cooking. How so? This actually ties to the combat mechanics and resource management.
In the dystopian future where most of the land has been taken over by the deep creatures and their goons, either medication or health inspection ratings are overrated. You are what you eat, so for the sake of survival, it's justifiable if you feast on the FLESH OF YOUR ENEMIES on top of some seaweed and rice balls, you are going to get health (sometimes even buffs) from that.
So far before I figure out better ways to register player's "precision hits" on specific parts of the enemy bodies, I would keep this mechanic closer to a "loop drop" system. That you slay enemies, pieces of sushi pop outta them, and their types may vary based on how you finished your enemy.
Slash: clean cut, nothing extra just good old fashioned nigiri sushi
Stab(Shock): stabbed and zapped a bunch to a point that you can make yakitori (japanese skewer dishes) out of them
Blunt(Burn): Depends on the condition, I'm currently debating on the type, but there are plenty of good cooked dishes at a Japanese diner for me to choose from.
The implement of this system would be after I finish making one set of damage system (so starting from slash). Estimate time: 3/6 - 3/8.
Something I always wanted to just sit down for a while and try to learn how to do. They called it the "Pixar topology" but I've seen some variations, here are some reference images, currently working on getting this on my own model.