Originally, these were mostly meant to be handled by the scene guide on the right. The ? button. Though I can understand how it may be lacking.
Are you talking about when you see the cabin map? There are character icons and if it did do text to speech the unlabeled, clickable, character icons would not be improved by this feature. That also is a lot of work to do. Not a "it can never happen" thing but Nunu has a lot to do almost every day involving CBTL.
Thank you for your input. I appreciate the effort to explain the potential challenges in implementing accessibility features, but I think this kind of response highlights a recurring issue in game development discussions. Saying "it's a lot of work" or "we'll explore it later" often leaves accessibility as a secondary priority, which can be discouraging for those who rely on these features.
Ren'Py already has built-in options for accessibility, like text-to-speech (SAPI5) and the ability to copy text to the clipboard. While I understand that text embedded in images poses an additional challenge, these tools could have been considered from the start of the project. Designing a game with accessibility in mind from the beginning not only supports players with varying needs but also prevents these technical hurdles later on.
My intention isn't to sound harsh but to emphasize the importance of inclusivity in games. Accessibility is not just an extra feature—it makes the game truly open to all players. I'd love to hear if there are concrete plans or ideas for improving accessibility in "Cabin by the Lake," and I'm happy to contribute any thoughts on the matter.