@mrelipteach

Source of the examples shown in the video: https://github.com/MrEliptik/godot_experiments/tree/master/MISC/accessibility

If you have other tips please share in the comments! ๐Ÿ‘‡

@bocarlsson3rd

Great video. I would add one more thing. Accessibility can be used as a fun game mechanic. Things like hiding lore hints in subtitles or using colors made visible through "color blind mode". It can also be used to help tell the story. The ARG community have done a lot of these things in fun ways for years. It's fun for you and players with disabilities get a cool thing that isn't just tacked on for accessibility.

@OrdonWolf

I can't believe this has so few views, this is serious quality!

@milesparker557

I didn't realize that's what physical key did! It definitely seems useful for supporting multiple keyboard layouts. Thanks for the info!

@queenofsquiggles

Thanks a ton for the video! I was actually surprised to see my subtitles addon included! I'm hopeful that I can make a version of that for Godot 4, but it should work just fine in 3.X versions.

@anihyrelles6870

Absolutely love this video! I think you're the first vid I've seen that provides code examples alongside the ideas

@sslaxx

Yeah, got boilerplate for volume control at master/music/sound. Very useful!

@bill_makes_games

Great video on accessibility and even better for Godot <3

@AmaranthineMask

Absolutely bookmarking this! This video, especially with the code examples, is exactly what I was looking for! I saw GMTK's video on accessibility a few weeks ago right as I was thinking about trying to make games again. The point about spatial audio providing cues for players with reduced vision is something I hadn't even thought of before this video - I was more so thinking about allowing players more control over the visual (brightness, text size) and input (mapping keys, keyboard vs. controller) aspects of accessibility. Thank you!

@cs1045

For the UI scaling issue use VSG's.

@mythology100

Much appreciate this one.

@paulosullivan3472

The problem for me is that what I would consider true accessibility options (like being able to change button mapping or colour blindness settings) gets mixed in with gameplay design choices such as being able to skip levels.  One major point to consider in game design is that if players can optimize all of the fun out of a game the chances are they will, I ruined my first ever run through on Skyrim for instance by using spells to make an OP weapon which could one hit dragons.  It made the game boring after that.  If you give players the choice to skip levels they will, even if it takes all of the fun out of the game.  Not all games have to be able to be made easier to make it accessible.

@krzyszt0fus

Thank you for sharing, this is a very important topic, unless your game is meant for eSport, please make it playable, the dynamics being really important - what is easy for one can be very difficult for others.
Another category that could be considered is the level of "juiciness", like level/intensity or availability of particles, animations, shaders, sound effects, ... to balance the amount of the essential game mechanics vs. the nice to have "juice". This might seem weird, but some people are effected by the rate/amount of change, that might be desired in some games, but it also might be just some "juice" that makes some gamers leave.

@saulnores3477

Great, great, great video๐Ÿ‘๐Ÿ‘๐Ÿ‘ I hate shaking. It affects me. Also all the other examples.

@chrisfritz7545

You are amazing. This is a super cool topicโค

@jfurmann

As usual, very helpful video. Thanks Sir Eliptik.
I can't wait to see the aim assist video.

@chakatax1

Hello, I would like to know what tools are available to develop and create audio games.

@sosasees

what about screenreading?