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Blind and Visually Impaired Community

Full History - 2017 - 10 - 18 - ID#77ajk4
8
I'm making an experimental game for blind gamers, looking for feedback/ playtesters (self.Blind)
submitted by Miziziziz
I'm a hobbyist game developer. I've been wanting to try making a game with no visuals for some time as a challenge to improve my design skills and I finally sat down a couple weeks back to start working on an idea I've had.

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What do you guys think about this? How can I make this more accessible? I don't know anyone in real life who's blind, this is the only place I know to ask.
EndlessReverberation 3 points 5y ago
Hello there. It's cool to hear about your project. Have you heard about the Papa Sangre games? I think they are no longer on the app store, but those games from a few years ago were amazing and very much like what you are trying to do. Papa Sangre 2 was as well done of an audio games as I have ever heard of. I just thought I would mention these games in case they might offer more ideas for you. I am not sure what platforms your game runs on, but you might try www.applevis.com for feedback if your game runs on apple products. I believe www.audiogames.net might be another place to check out.

Good luck
Miziziziz [OP] 1 points 5y ago
I'm using the Godot engine, which can port to any PC platform.
Never heard of Pape Sangre games before, just looked them up, sounds really cool, going to check them out.
bright_side1977 3 points 5y ago
Hi. First of all it’s great that you’re making an accessible game. A few thoughts that come to mind...being visually impaired doesn’t always mean being completely blind. So having some bright, large visual components would make the game enticing to more people. Of course it should be playable for people without sight as well. Also, people with disabilities use technology A LOT so it’s definitely not true that ‘blind people have no use for a mouse.’ If you could make text accessible with screen readers you could maybe add more depth to the game.

That being said, I wish more game developers would put more thought into accessibility so thank you for doing that. I have a lot of info about accessibility for people who are visually impaired so feel free to PM me.
Miziziziz [OP] 2 points 5y ago
Hey thanks for the response, that's really interesting, I didn't know a lot of that.

I want to keep the 'no visuals' aspect mainly because I find harsh restrictions are a lot of fun to work with and help foster creativity.


I'll have to check if the engine I'm using can have support for screen readers. And it's nice to know that using a mouse is an option, I think it would be a lot more comfortable for some controls.
I'll pm if I get more questions.
fastfinge 1 points 5y ago
Are you using Unity? If so: https://www.assetstore.unity3d.com/en/#!/content/87935

Unfortunately, it isn't cheap, for a one-off project.
Miziziziz [OP] 2 points 5y ago
no, using godot engine
ecalevol 1 points 5y ago
I'm not blind, so I really don't think I can say much on accessibility, but I think this is a very great idea and the methods you've come up with to solve directional issues and make it easier for the player to get around are ingenious. I can't wait to see where this concept goes. Once I got the hang of the controls, the only issues I really had with the game was differentiating the first and second tier in echolocation, and the whole turning thing. I'm still not able to tell whether turning allow you to face diagonal or if it's set on the coordinates (as in you can only face immediate north, south, east and west, which would make sense given you can't move diagonal), so that's a bit tricky. Nonetheless, I loved the game and look forward to (hopefully) seeing it all done in the future!
Miziziziz [OP] 2 points 5y ago
Thanks for the feedback

Most of the sounds are placeholder, definitely plan to replace them in the future. The world is locked to a grid so you only need to move in the cardinal directions, but enemies (which will be in the combat demo I'm working on) aren't locked to the grid so you'll need to turn freely to be able to attack them.
Nighthawk321 1 points 5y ago
Oy, that was not very intuitive, if I'm to be honest. IMO, it was too much to keep track of in order to do something as simple as turning. With that being said though, it's still a really creative idea. Perhaps you can let us know what game you're trying to make and maybe I can give suggestions?
Miziziziz [OP] 1 points 5y ago
Thanks for the feedback

Think of something like the original Doom. It's first person and you can turn left and right but not up and down. There will be simple combat and looting. Some shops and quests as well. I also want to avoid have as much narration as possible.
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