impablomations 8 points 4y ago
If the character has been blind from birth then they would probably have a white cane.
I suppose it depends on how much of the character you see, full body vs head/shoulders.
If just a head shot then the cloudy eyes sounds good.
Obviously a majority of blind/visually impaired people have no outward signs of their disability but since it's a game character I can see a need to provide a visual cue.
itisisidneyfeldman 7 points 4y ago
Thanks for making the game accessible to sighted folks! It's important to include everyone, even those of us living with a visual dependency.
You mentioned the time frame of the game as being ancient. So realistic prostheses and a literal white cane would not work, but it would be fair to include some visual indications, and maybe the choice you make could be tangentially worked into the character's backstory with one simple sentence or reference in the intro or some dialogue. Clouded irises would indicate some particular family of etiologies -- cataracts, scarring from injury, etc. For someone with anophthalmia, where the eyes never developed, you could render the eye orbits as concave with eyelids closed. And it seems reasonable to equip the character with a walking stick or branch for walking around. I guess my take is that you can make it clear that the design choice was thoughtful rather than lazy, without too much effort.
Tangetially: If it's an animated figure, you can consider if it would be reasonable to make something like a "resting animation" (if that's the term) where they might incline their head to a side or sway their body a little bit. That can be tricky because you don't want to embody a stereotype, but I think a faithful rendering of postural differences could be a nice departure from the usual representation, which is "blind person" = "sighted person minus eyes and plus cane, and that's it." For many blind folks it's not just a mannerism, but a way of gathering kinesthetic and auditory information about their environment that isn't available visually.
Additionally: If it's within the bounds of your game engine and design, you could equip the character with stones or something else that produces sound (or the ability to vocalize clicks) for navigation, like present-day echolocation practitioners do.
Disclaimer: I've been involved with the blind community but am not blind myself, so am just interpreting impressions of many people I've worked with.