Accessibility
Posted: Wed Dec 12, 2012 7:19 am
I found the website http://www.gameaccessibilityguidelines.com/ the other day, and compared their "basic" level guidelines to ToME. It did fairly well, meeting a large majority of their guidelines. The points that I saw as missing (that apply) are:
1. Provide details of accessibility features on packaging and/or website:
AFAICT, no specific accessibility features were made, they were just part of the general design.
2. Use step / pause / replay to allow progression at the player’s own pace through narrative or instructions:
A "see last lore/quest entry" command could be useful for this, to avoid having to dig through the entire lore menu.
3. Ensure no essential information is conveyed by a colour alone, reinforce with a symbol or offer a choice of alternative colours:
Almost everything is differentiated by shape as well as a colour change. The exceptions I noticed are oozes, jellies, and poisoned/cut. The friendly/enemies text and comparison colour is also red/green, but it has a "+" or a "-" all of the time (IIRC).
1. Provide details of accessibility features on packaging and/or website:
AFAICT, no specific accessibility features were made, they were just part of the general design.
2. Use step / pause / replay to allow progression at the player’s own pace through narrative or instructions:
A "see last lore/quest entry" command could be useful for this, to avoid having to dig through the entire lore menu.
3. Ensure no essential information is conveyed by a colour alone, reinforce with a symbol or offer a choice of alternative colours:
Almost everything is differentiated by shape as well as a colour change. The exceptions I noticed are oozes, jellies, and poisoned/cut. The friendly/enemies text and comparison colour is also red/green, but it has a "+" or a "-" all of the time (IIRC).