visual design – Accessibility and design for computer games

This is not a recent video (at least over a year ago), but I was very fascinated to see a person with a visual impairment (due to cancer) playing a fighting game by listening to sound effects. In fact, his name is Sven but probably better known as Blind Warrior Sven by his followers on social networks.

If you're interested, you can watch the relevant parts of Sven's interview (but first you need to watch how he plays against a very accomplished opponent) where he explains how he learned to play with sound. .

He explains that the hardest part of learning to play is when there are certain movements that the opponent is making where the sound is indistinguishable, which means he is required to make a guess ( hopefully educated) on what the opponent is doing and respond to it.

This led me to think about accessibility issues when designing games, and whether these are taken into account to ensure that people with “ disabilities '' & # 39; & # 39 ; or specific physical impairments are still able to play and enjoy the game if they wish.

Some of the points I have considered include:

  • Make events noticeable in visual, audio and tactile forms
  • Render response or input speed to equal events in visual, audio or touch
  • Creation of separate or unique signatures at visual, audio and tactile events

What other examples have you seen and applied in PC, console and mobile games?

UPDATE # 1:
Microsoft has developed and shared some guidelines that help improve accessibility in game design

UPDATE # 2:
One article to specifically focus on accessibility in game design for the web and appears to be from the same people as the accessibility group A11y.

Sale – Small PC Games

Why are you selling this site?
Need extra money now

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Adsense

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Nope

How long does this site take to work?
I just set it up, which took me about 10 minutes of real work, but you are free to improve the site if you wish.

What are the challenges of managing this site?
It's up to you to see
SEMrush

how fast do the games burn your battery [closed]

how much does the game burn your phone's battery?

Does the steamworks framework support mobile games?

I am a beginner in Unity 3D and I design a multiplayer game.
Can I use the cloud services provided by steamworks and integrate them into a mobile client?

5th dnd – What is homebrew? Should I use it in normal games?

The homebrew is a beer or other alcoholic beverages brewed at home, as opposed to those brewed commercially and purchased at a store.

By analogy, the homebrew is a major addition or omission in the official rules of a game (including role plays, but also video games and board games) used by a group of games given. For minor changes, the usual expression is house rules; where a home rule becomes homebrew is a poorly defined line.

For example, in Monopoly, there is a common rule that fines and taxes are set aside and collected by anyone who lands on the free parking – this is not provided for in the official rules. The Speed ​​Die rules at the beginning of this Hasbro Monopoly rule set are optional rules; an official variant made by the manufacturer of the game. The rules of the Monopoly combining elements of poker, darts and deep sea fishing integrate well on the territory of the house.

Whether or not you should use it depends on your desire to enjoy it.

how can I view NFL games, results and standings live on a wordpress site

How can I view NFL games, results and standings live on a WordPress site?

Like here: https://www.google.com/search?q=nfl+standings&oq=nfl+standings&aqs=chrome..69i57.7719j0j7&sourceid=chrome&ie=UTF-8#sie=lg;/g/11ffv6k1jj0; j ;; ; m / 059yj; st; fp; 1 ;;

Is there a plug-in for this?

Unit – Alternative to Google Play Multiplayer Games

The multiplayer game of Google Play Games will be stopped on 3/2020. Is there an alternative to pairing multiplayer games? Ideally, we would prefer a server-less solution to avoid having to maintain our own servers. They announce OpenMatch as a replacement, but the configuration is much more complex.

c # – Design of a reusable games / discussions server

I'm having trouble creating a reusable drawing for a game server in C #. Are there better models of architecture or design that could be used here?

If I group similar system features, it would look like this:

  • Game (common for many types of games)
    • Add player: The player is created with initialization information (player name), is added to the player list and receives a welcome message with the current status of the game. All other players are informed that the player current has joined the group. The current player is initially active if there is room and if the game allows it, otherwise a spectator.
    • Delete a player: the player is deleted and all other players are warned that the player is gone
    • Spectate: change a player so that he is a spectator
    • Inspect: change a player to active
  • PlayerState (common for several types of games)
    • name (string)
    • active (bool): active if true, viewer if false
  • TurnBasedGame
    • state (enum): active, inactive, intermission
    • travel deadline (DateTime or DateTimeOffset): used to apply travel time limits
    • if inactive and enough players join, enter the intermission state
    • if you are paused for sufficient time, become active
    • if paused and too many players leave, become inactive
    • when the game ends, enter intermission
  • RealTimeGame
    • updateInterval (TimeSpan): update the game at this interval
    • networkUpdateInterval (TimeSpan): sends the current state to all players at this interval
  • Chat
    • flow limit (TimeSpan)
    • Send: If the rate limit allows, the message is broadcast to all readers and the last send time is updated.
  • ChatPlayerState
    • last message sent time of shipment (DateTime)

There are different types of games (TicTacToeGame, ChessGame, etc.), each of which is a combination of several types above (Game, Chat, TurnBasedGame) and specific states and operations to this game. It would also have a specific SpecificGamePlayerState, with the state of the player specific to that game.

A server would be compiled for each specific game. In Visual Studio, the solution would include one project per game, which includes game-specific code with a reference to a shared project. The entry point is a class that redefines the methods of the frame to join, leave, message received. These methods have as their parameter a structure-specific reader object, which allows sending messages with the help of a structure-specific message object. My idea is that the entry-point class would implement the specific functions to process the framework, in order to separate the framework from the SpecificGame classes, which only contain game logic and can be reused for other frameworks.

I've tried to design a generic class Gamebut in his method of adding a player, he must send the current state of play to the new players. Yes Game has a field with a Listit should be shared with concrete games (public getter or protected field if inheritance is used), which is not good for encapsulation. The generation of the welcome message can not be performed in Gameso we would have to call a method in an interface IWelcomeProducer, but that would add additional generic type parameters to Game for the type of message.
In addition, concrete classes must inherit several classes (such as Game, TurnBasedGame, and Chat), so one legacy would not be enough. With a "composition on inheritance" design in which game-specific classes instantiate these types in private fields, the game and player state classes must implement large interfaces with a lot of delegation (transfer methods), which generates a lot of code pasted.

With a naive design, it is possible to implement everything in one class for each game, but it would be the anti-pattern of the class of gods with code duplication between different games. Splitting this into the modules described above seems to require macros, multiple inheritance, or mixins, but in single inheritance languages ​​that do not have these features, it may require reflection or code generation.

Is there a way to implement it securely against types (at compile time) and DRY (does not contain a lot of useless or unnecessary pasted code) without resorting to reflection or code generation ?

visual design – Accessibility in video games and design for them

This is not a recent video (at least it was over a year ago), but I was very fascinated to see a visually impaired person (as a result a cancer) play a fighting game by listening to the sound effects. In fact, his name is Sven but probably better known as Sven Blind Warrior by its followers on social media.

If you're interested, you can look at the relevant parts of Sven's interview (but you should first watch how he plays against a very accomplished opponent), where he explains how he learned to play sound.

He explains that the most difficult part of learning the game is when there are certain movements of the opponent when the sound is indistinguishable, which means that he is obliged to guess (what I hope enlightened) what the opponent is doing. and answer it.

This has led to consideration of accessibility issues in game design and whether these elements are taken into account to ensure that people with a specific "disability" or physical disability are always able to play and enjoy the game if they wish.

Some of the points I've considered include:

  • Make events visible in visual, sound and tactile forms
  • Make the response or speed of entry to events equal in visual, audio or tactile
  • Creating unique or unique signatures in visual, audio, and touch events

What other examples did you see and apply in PC, console and mobile games?

UPDATE:
Microsoft has developed and shared some guidelines to improve accessibility in game design.

How to prevent players from using backup / loading tactics in Roguelike games?

Traditional roguelikes solve the problem of savings by making the system of savings completely automatic. The game automatically records the player's progress as far as possible. Especially after something that goes wrong (including a completed part, which removes the backup). But the player can not create manual backups. This means that the player can leave the game when he wants to change it later, but he can not restore it to an older state in case of an error.

This system has the advantage of encouraging the player to think carefully about his actions and deal with a wider variety of game situations by forcing him to accept failures. If this is done well, it can greatly increase the emotional investment of the player in the gameplay.

But on the other hand, it can be very frustrating for the player to lose a lot of progress because of a stupid mistake.

One way to avoid frustration is to make sure that starting all over again is not too painful:

  • Have a great replay value, especially early in the game. (most people of the genre realize this with a combination of procedural level generation and a wide variety of character options)
  • Make sure the player feels that the game is right. Design your procedural generation so you do not create peaks of difficulty and avoid random number throws or hidden information that can immediately kill the player.
  • Death should not be felt as a total loss. A common method is to have a progress system in which the achievements of a run affect the following executions.

Another strategy may be to avoid frustrations by avoiding players' setbacks:

  • Design your game so that the player can not die or put him in a state impossible to win.
  • Design your game so that the player can easily recover possible setbacks.

With regard to the game of trial and error: You can have this in a roguelike, but you have to be careful that it stays right. First, make sure the punishment for mistakes is very light compared to the possible reward. Punishing the player for an error when he can not know what is the right thing to do can be very frustrating. Then make sure that it is possible for the player to learn something useful through experimentation. For example, say that you have different color potions in your game and that the player is supposed to know what color does what through experimentation. Either make sure there are a lot of identical potions in each set or make sure that the colors have the same meaning in each set. In this way, players have the opportunity to use the knowledge gained.