Re: Designing an Audio FPS

@Graeme
A VPS could always be an option if you go paid for multiplayer (this would also cut down on hackers and trolls) or you get consistent enough donations.
Other than that, as long as your server program isn't completely user unfriendly, I know that many members here wouldn't mind trying it.  We've done the same for other games in the past after all...


As far as graphics go, I know that Aprone AKA Jeremy Kaldobsky did testing to figure out what the average blind player with some experience could see (in terms of distance and enemy locations) and then limited the graphics to only that radius.
So for instance if a blind player can usually pick up another moving player's footsteps from 40 tiles away, just make sure that instead of seeing the whole map and enemies locations all the time, players with sight can only see for 40 tiles.
Seeing players would know when a nearby wall or door was beside them, what type of ground they were walking on and be able to identify objects which would be in the hearing range of a blind player like cars and vending machines, or follow a nav beacon visually, but none of those are advantages.
Nor would seeing puffs of dust from nearby impacting rounds or directional gunfire flashes, especially if they were dimmer when coming from behind walls to simulate muffling.
I don't know how much control you have over the graphics in those ways, but I never heard complaints of an unfair advantage for sighted players on Swamp...



I'm glad to hear how open you are to all this!  I guess it shouldn't be surprising if you came from a more general accessibility background, but it's a shame that blind devs don't take the hearing or motion impaired into account more, then turn around and complain when people don't cater to them.

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