I watched today's Game Maker's Tookit video on accessibility, and it had me thinking about accessibility in my own projects.

Since they're RPGs and a VN, certain issues like QTE settings are less applicable, but it's still something worth thinking about.

youtube.com/watch?v=RWQcuBigOj

game dev ramble, accessibility 

In Witness to Unity, I added an option to switch what the run button does - besides the usual walk vs run by default, I also added the option to make the button toggle between different modes.

Both WTU and Twelve Thousand also have a volume setting for the "text blip" effect, since that could either be annoying for people or Lets Players could turn the effect down to better balance with their voices.

WTU's options screen also has an "assist mode" there. This setting was to serve as a "time freeze" option to halt the calender/time system if a player wanted extra time to level up. However the calender system in and of itself might be scrapped, so this option too would be moot.

re: game dev ramble, accessibility 

An accessibility sin I've admittedly committed in Twelve Thousand is disabling/removing the transition setting and text-to-speech functions that Renpy provides. The main reason I did this was I felt their behaviour was too broad-strokes.

It would definitely be a good idea to include them, but if I do, I would rather have more control on how they behave.

Turning off transitions for example would keep some slow effects on, while reduce the strength of others. Some motions might not even be affected by the setting, so I could implement that.

And the text-blip sound naturally interferes with the text-to-speech system, so I will have to make one or the other play, never mind determining what voice synthesis it uses and such.

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