Closed ca3games closed 6 years ago
There's a recently made video that could serve as a guideline for making games for visually impaired players (it covers blindness, color blindness, and general low vision). https://youtu.be/xrqdU4cZaLw
Watch the whole thing and see if there's anything that can't readily be done in Godot as of now.
1 - Can be made easily with shaders and environment, there is a request too but for developers. 2 - Is game specific and can be done with regular areas. 3 - I do not know if there is a small (and free) library for that (and there is an issue about that already for mobile). 4 - That seems game specific, if you have a link with a paper about that thing being really useful, share it. 5 - Can be done easily with themes (but again, is game specific).
Some kind of color replacement pallete for the screen (maybe a post processing filter) [...]
This could be done with a shader, but as the video linked by @Ace-Dragon mentions, they don't really work too well. They're a start, but nothing compared to making separate dedicated textures with colors more attuned to the visually impaired.
A Tilemap but for triggers [...]
A lot of what you described can already be done quite easily, actually. Check out the Area/Area2D nodes. They should be helpful in about every example you listed.
You might also find Vector2.distance_to() and Vector3.distance_to() quite useful.
Some way to do speech synthesis [...]
You also have the option of voice acting (though I imagine you don't have the budget for that) or recording output from TTS and playing that back (though make sure the license for whatever TTS you're using will allow you to do that).
Some way to do procedural level music [...]
I think what you're talking about is called adaptive music. I'm unsure how is related to including features for the visually impaired, but this sounds like something you could do by doing a crossfade (lowering the volume of one while raising the volume of the other) between two or more tracks, which should be easy with the use of a Tween.
A way to increase or decrease font sizes in real time [...]
If you're using a BitmapFont or are drawing sprites manually, you'll need to have a font for each size. However, if you're using a DynamicFont, you can simply change the DynamicFont's size
variable.
edit: My apologies for the redundant answers, I only noticed eon-s' answers just after submitting my comment.
Some kind of color replacement pallethe for the screen ....
Related issues #15944, #21304. There's also simulator add-on for testing your projects: https://github.com/paulloz/godot-colorblindness
Some way to do speech synthesis ....
You can try my GDNative interface for OS native text-to-speech (depends on LGPL library on linux, but this shouldn't be problem since GDNative modules are dynamically linked anyway), supports Windows, Linux and macOS: https://github.com/bruvzg/godot_tts/releases
Some way to do procedural level music ...
Related issue #18135. Adaptive/dynamic music module (you have to recompile engine to use it) for Godot: https://github.com/oamldev/oamlGodotModule
I understand the concerns but the points mentioned are either already possible or tracked by other tickets. So I propose to close this issue.
As @vnen mentionned, most of the points suggested are already possible or discussed in other issues. Closing.
Hi, I wanna make games for blind people, but researching the issue I think I can come up with a set of features I hope the godot comunity would like to hear.
Some kind of color replacement pallethe for the screen (maybe a post processing filter), similar to how indexed sprites works in fighting games, so you could make diferent color schemes for people that suffer from conditions where they can't see properly a certain color.
A Tilemap but for triggers, so you can easily do stuff like triggering audio cues based on the level position, like triggering a sound once you're near enough a certain type of enemie or a type of entities like walls or bushes.
Some way to do speech synthesis (maybe being able to import a speech synthesis library like the google one) for heavy text based games like rpgs.
Some way to do procedural level music based on things like enemy position, type of enemy, HP points, Mana points, danger level, etc, where you can replace the audio layers at will and at certain points so their switch will be sync to the rest of the song, like switching a measure bar in a software like musescore by a similar bar of diferent music but in real time.
A way to increase or decrease fonts size in real time, depending on user needs so people with low vision could still read text.