a multiplayer game of parenting and civilization building
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theres a lot of sound cues in this game that ppl use to alert them of danger or other events - like a baby's cry can be heard a while away and murder screams and snakes. but ppl who are deaf/hard of hearing/ cant or dont want to play with sound on dont have access to these cues. a visual cue that can signal that something was heard off-screen (or even on-screen) would be useful to implement sometime
^something like this. maybe the colours are different based on if its a good or bad sound (red for dangers like snakes, orange for murders, and green for baby cries)
Last edited by startafight (2018-07-19 16:43:57)
Ultimate Guide Compilation: https://onehouronelife.com/forums/viewt … 807#p23807
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That and maybe more audio clues for blind people.
"be prepared and one person cant kill all city, if he can, then you deserve it" -pein
https://kazetsukai.github.io/onetech/#
https://onehouronelife.com/forums/viewtopic.php?id=1438
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That and maybe more audio clues for blind people.
-_-
Ultimate Guide Compilation: https://onehouronelife.com/forums/viewt … 807#p23807
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That and maybe more audio clues for blind people.
<3
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I have some deaf friends and relatives in real life, and know some sign language, etc.
Given that this is a life simulator, it seems like a deaf person in this game would have an easier time already than they would have in real life. In real life, they can't notice anything that's going on behind them. Here, they have a 360 view of their surroundings. And furthermore, everyone is speaking in text.
In real life, they have to look at their baby to see if they're crying. Same here.
The only thing that's jumping out at me is the bell tower. Deaf folks have visual fire alarms and phone ringers, and there's currently no way to craft a visualizer for the bell tower.
However, deaf folks in real life also depend on hearing folks from time to time for cues. If my deaf friend doesn't hear her injured kid screaming from across the playground, I tap her to get her attention and point to her kid.
So, the deaf player could have a hearing friendly villager in the game tell them that the bell just rang.
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Here, they have a 360 view of their surroundings.
Ahem, now that we talk about it, is there any plan to widen what is shown on screen?
https://onehouronelife.com/forums/viewt … 552#p24552
Which would indeed benefit deaf players too.
Last edited by PunkyFickle (2018-07-19 17:38:19)
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I have some deaf friends and relatives in real life, and know some sign language, etc.
Given that this is a life simulator, it seems like a deaf person in this game would have an easier time already than they would have in real life. In real life, they can't notice anything that's going on behind them. Here, they have a 360 view of their surroundings. And furthermore, everyone is speaking in text.
In real life, they have to look at their baby to see if they're crying. Same here.
The only thing that's jumping out at me is the bell tower. Deaf folks have visual fire alarms and phone ringers, and there's currently no way to craft a visualizer for the bell tower.
However, deaf folks in real life also depend on hearing folks from time to time for cues. If my deaf friend doesn't hear her injured kid screaming from across the playground, I tap her to get her attention and point to her kid.
So, the deaf player could have a hearing friendly villager in the game tell them that the bell just rang.
I think it was moreso a point of enabling people with these limitations to be able to play on an equal level with those that don't have them, rather than a gameplay point of view. Yes its a life simulator. It's also a game, and one that people with these hearing limitations aren't able to play as well, because they don't get the audio cues that we do.
Compare it to Minecraft, for example, which is another simulator game with important audio cues. They have a "subtitles" option that gives a visual cue for those who can't/don't want to have their audio on. Its simply a small pop-up in the bottom right corner that'll list audio cues as they happen, and a small arrow pointing the general direction it's coming from. Example:
Simple but effective, and doesn't hinder or enhance gameplay much at all. Unless you count being able to listen to background music while playing, which I'm sure a ton of people would like to do. I would if I didn't have to listen for rattlesnakes and other wild animals, murder screams, and occasionally a crying baby. Or certain griefing actions like chopping trees and shearing/killing all the sheep.
Last edited by Jk Howling (2018-07-19 21:26:40)
-Has ascended to better games-
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They have a "subtitles" option that gives a visual cue for those who can't/don't want to have their audio on. Its simply a small pop-up in the bottom right corner that'll list audio cues as they happen, and a small arrow pointing the general direction it's coming from.
+1
I've been killed by background music today. "Who let the boars out? Who, who, who..."
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Funny...
This game was originally going to have no sound effects at all!
It's interesting how much people depend on them for info about what's going on nearby.
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Sometimes it's the only source of information, e.g. snake/boar behind tree. And consequences of not paying attention to it are pretty deadly.
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Funny...
This game was originally going to have no sound effects at all!
It's interesting how much people depend on them for info about what's going on nearby.
I love how such a quiet game can get so busy sounding, lively. It's wonderful.
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