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.
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.