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Kyzrati
Kyzrati

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Audio Accessibility Features for Roguelikes

Continuing where we left off with my article introducing Cogmind's new soundscape and its development, here's another explaining the closed caption-like audio log, visible SFX, and other audio options, as well as discussing some parts of the implementation process for these features.

I've embedded it in image form below, but you can also check out the full text on the blog (with all of its gifs). The password for access is "seenothear".


Comments

Yeah this is a normal approach used by the message log, but it doesn't really work here, at least not perfectly, because it could hide the true number of weapons being fired, as I responded to Martin Ender above. It's a possible solution (the first I considered :P), but I'm not sure I like the implications since it actually ends up obfuscating some info, even more than it reveals...

Kyzrati

An idea on the multi-projectile weapons in the audio log: instead of hiding the next x entrees, when a new entry would be added, if it's identical to a currently displayed entree (same weapon sound and volume), that entree could be replaced with ______ (x2), then ______ (x3), etc.

Trione

Sorry, it's not the password protection in particular, I probably should've waited a bit to post this because the blog server has been a bit unstable this afternoon :/. It should work in a bit if it's not working for you now.

Kyzrati

There seems to be an issue with the password protection. I'm getting a "too many redirects" error.

Menderbug


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