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(2 edits)

I’m going to add NVDA detection, thanks for reminding me. I can make the message appear automatically if NVDA is detected. I’m a little concerned about announcing it upfront since I am trying to balance between sighted/blind players and I don’t want to confuse players unfamiliar with screenreaders, but I think auto-detecting NVDA is a decent compromise for now. Thanks too for the feedback!

By the way, I added pitch/panning because some people have difficulty hearing certain pitch ranges, or may have hearing loss in one or the other ear. This concentrates sound into a more ideal setup for people with mono-hearing. This does have a disadvantage that positional sound can be lost though. I may look into seeing how to use pitch to adapt towards a highly panned sound. Godot actually makes it pretty easy to modify these parameters which makes me very happy :)

I wouldn't worry about the annoyance of that initial message too much, doing things this way has become very common. Games like Brok the Investigator and Code 7 both have a spoken announcement how to turn on the screen reader with one shortcut on first launch, while games that initially launch to a more expansive accessibility menu like the Last of Us also come up with the screen reader talking until you either select the vision presets and leave it on, or close out of the menu at which point it'll stay off.

(1 edit)

Hmm Okay, if that’s the case I can implement it.

EDIT: I’m deploying a push that adds this feature right now!