Audio Accessibility Features for Roguelikes
Added 2020-06-30 07:17:28 +0000 UTCContinuing 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
2020-07-01 01:51:26 +0000 UTCAn 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
2020-06-30 21:19:20 +0000 UTCSorry, 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
2020-06-30 07:29:56 +0000 UTCThere seems to be an issue with the password protection. I'm getting a "too many redirects" error.
Menderbug
2020-06-30 07:24:54 +0000 UTC