I downloaded and installed the demo, but cannot play the game--even when I am told that accessibility is enabled. I am a JAWS user, but I got nothing, and decided to see if Narrator would play nicely with it: same result. Anyone else have luck with the demo? I want to play it--and maybe, to contribute to the Kickstarter--but if the accessibility isn't going to work correctly out of the box, then this is a hard pass for me.
- Justin On 7/1/20, Robert Kingett <[email protected]> wrote: > Links are below. > > A multi-platform fantasy card game. Command entire biomes and their > denizens, play to expand your collection! 1st blind accessible CCG! > > [KickStarter page, where you can also download a > demo.](https://www.kickstarter.com/projects/otterinsanitystudios/cards-of-yore) > > [Direct download > link](https://drive.google.com/uc?export=download&id=1jtq-SpyT8OGdt33t_PEoBVM0vUNCiJmK) > > [Alternative demo link.](https://tinyurl.com/CoY-Installer) > > # About. > > [Cards of > Yore](https://www.kickstarter.com/projects/otterinsanitystudios/cards-of-yore) > is a digital card game set in the indepth high fantasy Universe of ”The > Realm”. Players battle against each other using a variety of cards. Players > can build their own decks based around their prefered biome. Choosing fauna, > flora, characters and constructs which complement their biome and strategy. > Play to win and gain tokens to unlock more cards to further customise your > experience, join a guild or make one of your own, team up with other > players, or play competitively in tournaments... even host your own > tournaments! Trade cards or recycle them to fill in the gaps in your > collection, all with in game currency from playing. > > > > # What makes this project special? > > It has been designed for all major platforms individually to make best use > of the features of each, keeping gameplay and controls intuitive and > comfortable and never feeling like a cheap port. The cross platform support > and our commitment to the accessibility of the title would also see it > becoming the first of its kind, and a milestone in opening up gaming to > everyone, and perhaps the part which strays most from typical examples of > the genre, is the span of cooperative and semi-cooperative elements like > guilds, seasons, quests and team vs team styled matches. The game also > features a host of custom ’arcade’ modes of our own devising > > > # So... what hurdles still face us? > > > Inara card art > > > # Our commitment to accessibility. > > > Our continued efforts to ensure ease of use with screen readers, and for the > game to support languages across the world, have already proven fruitful and > effective... but we can do better. This funding would allow us to do > rigorous testing and properly develop these features to assure a high > quality experience for accessibility users, as well as accurate and natural > feeling translations. > Hunting Camp Card > > > Art is expensive, and important. > > > One of the not at all insignificant hurdles we still face is the artwork. > Being a card game we require an extensive amount of art and simply do not > have the finances to cover the cost of it in a timely fashion. This > represents the larger portion of our funding needs. With a successful > campaign we can invest in high quality art to help improve all round player > experience, future proof the game with art that’s ready for 4K resolution, > and allow for more content on release. We want Cards of Yore to have a style > as unique and as distinctive as the project. We want our 3D game boards to > be beautiful mini worlds, and each card to be every bit as recognisable and > wonderful visually as the creatures, plants, chracters, and buildings they > display. A coherent and beautiful harmony of 2D and 3D will help players > immerse themselves in the world of the cards and make the depth and wonder > of the fictional universe tangible for them. > A forest Biome Creature Card > > > # Cross platforming > > > Part of our inclusivity goals is the cross platforming, developing the game > specifically for each platform to make intuitive use of its functionality > and feature set. This is an essential step in making the game equally > accessible for all, allowing us to reach them on the platforms they own or > which they most enjoy. It also allows PC and console players to get the app > on their phone and take their gaming on the go with them! We will need to > secure development kits for these platforms, and will have challenges to > overcome in maintaining our goals for quality and optimisation, this will > mean additional development costs associated. The better our kitout is, the > faster and smoother development can be pushed. > Being able to secure development kits for different consoles and VR systems, > and the consoles and VR systems themselves for testing, premium screen > reader softwares, better PC’s, and better servers will allow us to develop a > better game all round. We want Cards of Yore to become an extremely > available and accessible title, to do this we need the technology to > reliably put the game at the fingertips of as many people as possible. > > > Yan Berry card art > > > # Finishing up and shipping out! > > > Already at the point where all of the core gameplay mechanics are built and > functioning, the placeholder art is in place, and the design is complete, we > have taken to Kickstarter. We have reached the point where going forward > will be a very slow and challenging task on our present budget. Effectively > we need these funds to get a proper place to work together and to bring in > more people to tidy things up, get it to the quality we want, and release > it. We aim to hit full release in Q1 of 2021 at the latest (before the end > of march) > Risks and challenges > > > There is always a risk of unexpected issues which may delay the release date > of an in development project, to help combat this we have waited as long as > possible before setting up our Kickstarter, allowing us to do most of the > work beforehand, minimising and clearly outlining the finishing budget. We > will hopefully be proceeding with the budget needed to sustain a capable and > dedicated team. To help further limit this we will have a steadily growing > number of testers to find and address any issues that present themselves, > this ethos will be continued throughout our advanced access and early access > staggered launches. > Unexpected costs is another risk with projections, we believe we have > managed to plot our costs to allow for small amounts of over run. To help > increase this safety buffer without increasing our crowdfunding goal the > decision was made to focus on the minimum requirements for a PC release > first, so that we can have the option of proceeding with the PC advanced > access opening up pre-orders alongside the Early Access. This late stage > influx of funds could go a long way to keeping everything on track. > > > > -- Justin M. Jones, M.A. [email protected] (254) 624-9155 701 Ewing St. #509-C, Ft. Wayne IN, 46802 -=-=-=-=-=-=-=-=-=-=-=- Groups.io Links: You receive all messages sent to this group. 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