=== ANCHOR POEM ===
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easiest way to solve an entire class of accessibility problems: in the
tutorial, instead of having button prompts, have keybinding confirmations.
"what button do you want to use to jump?"
"super triple mega backflip spin-dozer needs three jumps and a kick"
"use the boost to get through! [game pauses] (which button do you want to use
to boost?) [displays a map of previously bound keys]"
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=== SIMILARITY RANKED ===
--- #1 fediverse/163 ---
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@user-95 more like... accessibility by default, and if you want to opt in to
the narrative experience then you can. I want to start with all the levels
unlocked and all the cool swords to play with because most of the time I don't
really care about the story. I make my own story!
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--- #2 fediverse/2750 ---
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@user-246 @user-570
or "what button do you want to use for "yes I want to configure my keybinds"?
Push "start" to use the default"
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--- #3 fediverse/5221 ---
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@user-1773
I figure since it's an accessibility concern, it's pretty much the same as
like, putting ramps in buildings or braille or whatever. Those are legally
mandated, aren't they? I feel like if your building is big enough to require a
ramp it should be slowed down just a bit by the required addition of
accessibility developments to your software. Everyone else could build it in
pre-emptively or just because they cared.
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You know how in some games there's the tutorial where you set up keybindings
like "push the jump key now! okay now push the enblobbify key now!"?
I wish there was something like that for vim
"push the key you want to move up with! now push the key you want to use to
vertically select! now push the key you want to use to switch to a new tab!"
that kind of thing. except... more ordered, of course, and with the option to
say "idgaf use the default or whatever" and a handy dandy cheat-sheet that was
autogenerated with ascii art of a typical keyboard that pointed out what each
key did - jeeeezzzzz the things we could make if software developers had free
time during the day...
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--- #5 fediverse/681 ---
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@user-500 @user-501
Maybe a button on the side that's recessed or difficult to access would rotate
the screen? Like, just shy of something you need a pin to press. Or it could
be a setting in the system settings to rotate it for accessibility purposes.
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--- #6 fediverse/281 ---
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║ ┌─────────────────────────────┐ │
║ │ CW: cursed-game-engine-idea │ │
║ └─────────────────────────────┘ │
║ │
║ │
║ a game engine which won't let you import custom assets unless you complete a │
║ few simple tasks using the interface - "build a green capsule collider" "make │
║ this soldier unit shoot three bullets per shot" or "enable the automatic linux │
║ support" - using the interface, writing some code, and changing configurations. │
║ │
║ why would anyone do this? well it could be useful to increase the difficulty │
║ of importing external resources. plus it helps the user learn a bit over time, │
║ and it slows the pace of output such that the user's skills are encouraged as │
║ the output of the programming and not the program itself. │
║ │
║ an inverse curse (an evil one) would be where the requirements to complete │
║ basic tasks are hidden behind unapplicable skills. like, do you know exactly │
║ which buttons to press? engage with the skinner box, please. yes yes this is │
║ what we need - unintuitive software that completely disarms the populace from │
║ using them! suddenly they're worthless, and can't do anything on any surface. │
║ it sucks │
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--- #7 fediverse/969 ---
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║ how about this: a game where you have to enter the amount of time you have to │
║ play it when you boot it up. │
║ │
║ "I want to play for an hour and a half" │
║ │
║ after your allotted time, you get kicked off and it won't restart unless you │
║ use a password. │
║ │
║ It's a trifle of a gesture, really just an affectation of a task, like using a │
║ -f flag in Linux or saying "are you sure u want to delete these files?" on an │
║ application. │
║ │
║ Funny how the most tech that most people interact with most of the time is │
║ their phone, and their smart TV. Generally that's about it, and they only use │
║ one or two apps in their phone. They *might* change the background, if they're │
║ the artistic type, but most people are just fine with the defaults. │
║ │
║ "Uh yeah I think the settings app is somewhere around here... darn it's always │
║ so frustrating when I'm connecting to wifi, what is the tech industry even │
║ doing? I don't want to deal with [opening a menu, selecting │
║ "wifi/connections", picking the SSID, entering the password, and then going │
║ back to uber eats]" │
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--- #8 messages/947 ---
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if your game takes too long to load, longer than like... 5 seconds, then it's
got to work on asset-pipelining. Sometimes, even graphical design. But mostly
it's resolving technical debt. Why is it debt? because it makes it run slower,
not less correct. Meaning it's something you don't have to deal with until you
have to deal with it. Later on down the road. BUT if you reach the end of the
road (product launch) and you're still carrying debt... you're gonna go under,
it's just a question of when. Why would you not sponsor innovation? An
institutional corporation would prioritize developing new hopes. Hence, epcot
in the 90s, with it's focus on utopianism and celebration of worth.
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--- #9 notes/overwatch-manaform ---
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make the entire map covered in a 3d grid of spheres. These spheres register
collision, and keep track of a endlessly tabulating record of every object that
has passed through them. Like the replay system in Blizzard games, where each
time through the recording it recreates the playthrough exactly. Which is why
.mp4 recordings always look so... stilted. It lacks the human element. BUT if
they're remade every time the show is performed, perhaps from different
perspectives, then, well, the players can perform as they need to be.
Have you ever wished your players could get better at your game? I certainly
have, because the better you get the more lessons you learn as a player, which
is essentially the only way to maintain satisfaction. Satisfied players don't
leave, and satisfaction comes most readily when there is something new to be
had. Meaning the greater the change in a player's ranking, the better they're
getting.
Downside is, players who are naturally good from their skills in other games
tend to not learn so much! Ah, well, if only there was a way to tailor the
difficulty setting to each and every new host. Such an innovation would surely
enable the entire playerbase to exist on the same level. Then just throw AI
assisted voice transcription at their recorded voices and everytime they
say "I'm bronze rating" or "I'm diamond" then you can switch it around to say
like "I'm platinum" or "I'm grandmaster" and BAM suddenly everyone is at the
same level. No more concerns about a game's population being diverse. Because
at the end of the day, when most people have moved on, the ones who are left
are your most dedicated customers. Customers who aren't especially interested
in the new stuff.
=========================== stack overflow
=====================================
if anything requires attention from the patient, they will die.
it is fatal.
considering the faces of good and evil is terrifying.
I think I'd rather worship nature in harmony to be honest. Though that is it's
own scary kind of beast. In America it was kind, but then was slain into the
body of all of us humans. Well, all things transform in form, it's not a shame
or a heartfelt-est loss. Just a re-imagined-new beginnings.
spirit is a fluid, how else could souls
=== stack overflow
=============================================================
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--- #10 fediverse/4628 ---
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user interface tips #18569235:
if a user is expected to click the same button multiple times in a row, for
example a "next" button in an image gallery, DO NOT move the interface from
below their mouse pointer and cause them to move their mouse in order to click
it again.
please don't : (
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--- #11 fediverse/3228 ---
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engineers tend to think in terms of capabilities, designers in terms of
use-cases, and users in terms of accessibility.
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--- #12 fediverse/1602 ---
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║ @user-1037 │
║ │
║ those all seem really cool though! They all kinda have the same basic UI tho, │
║ kinda feel like there's opportunities for different kinds of expression. Like, │
║ in game design there's a lot of different genres, and yeah sidescrollers │
║ include mario and sonic but they're both very different experiences. So too │
║ perhaps could we interact with our computers by programming them in more │
║ engaging ways. │
║ │
║ they say some people are visual learners, others need to be taught, some │
║ people need to watch someone else doing it, and a few might just learn by │
║ plugging their brains into a computer and downloading a black belt in kung fu. │
║ │
║ Maybe typing long paragraphs of logic makes sense for some people, I know for │
║ most it doesn't come naturally. Maybe some people are more used to like, │
║ looking at maps that you can examine at different levels of abstraction. Like │
║ players who play Paradox games zooming from a national perspective to states │
║ and individuals and all the other things they might want to strategize using. │
║ Or m │
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--- #13 fediverse/3 ---
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the method of game design is identification of playstyles and the balancing of
success rates of each of those playstyles. then, giving the player as many
different possible methods of playing the game. the more different they are,
the
better, and they should be unique enough that the decisions taken to play that
playstyle feel impactful. meaning, a player could play offensively or
defensively, for example, or a WoW player might play a melee or ranged
character. in addition, they might use the pieces available to them in a unique
way that aligns with their personality - everyone should be able to express
themselves as much as possible while also keeping the game fair, balanced, and
rewarding. It should incentivize the development of skill - and gently guide
the player through various mistakes.
#gamedesign
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--- #14 fediverse/3170 ---
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║ "uh, the question was *why do you want something like that*, not *how* you │
║ would implement it." │
║ │
║ oh. Um, well, isn't a spinnable mouse-cursor justification enough? │
║ │
║ "no, you need to explain what use-case this has. What kinds of problems could │
║ you solve with this technology that you couldn't before?" │
║ │
║ well, setting aside the potential for new input methods to games and the │
║ inherent satisfaction gained from spinning a mouse like a top when bored, I │
║ think it might give us a better option for horizontal scrolling. Like, │
║ 'horizontally scroll when a special mouse button is held down and the mouse is │
║ twisted a bit to the left/right' │
║ │
║ "so, like when you push the middle mouse and it lets you pan across large │
║ documents?" │
║ │
║ yes! Only instead of being able to go up AND down, it would just go left and │
║ right. │
║ │
║ "... huh?" │
║ │
║ oh I mean instead of up/down and left/right, it would just do left/right │
║ │
║ "... right" │
║ │
║ and left! │
║ │
║ "... yeah. and left. Uh, okay I'll see what I can do but budget's pretty │
║ tight, we might just lay you off." │
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--- #15 fediverse/3974 ---
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it is significantly more engaging to watch people play MMOs when they've
unbound all their action bars from their number keys and are forced to click
on all the abilities. That way you can actually follow what moves they're
doing.
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--- #16 fediverse/1156 ---
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why the heck do GAME engines not include a skippable tutorial that lights up
UI elements and explains how everything works by navigating you through
building an example project one step at a time
like, game jam material, nothing fancy
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--- #17 fediverse/4880 ---
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║ I remember being a game design student before "indie games" were a real thing │
║ │
║ they were like... flash games, y'know. just like, junk content, like memes or │
║ whatever. │
║ │
║ I had a passion for them, and I bookmarked the most well developed of them all. │
║ │
║ I probably played hundreds of games, no clue how many. Maybe even thousands, I │
║ did it for what felt like *years*. │
║ │
║ since like... age 7 until 11 or 12 │
║ │
║ there's nothing that can compare to it today. maybe itch.io but they're more │
║ involved typically. increases the barrier to enter, plus they cost dollars. │
║ │
║ we used to make this stuff in our spare time. where did all our spare time go? │
║ │
║ ah, right, that's what happens when you actually invest in computer education. │
║ you have kids running linux on their laptops. you get flash game designers. │
║ you get soldering junkies and electric engineers and networking and dev-ops │
║ security system facilitators and various other computer related things besides. │
║ │
║ ... what was I saying? oh yes when you invest in education, there's more to se │
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--- #18 fediverse/857 ---
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║ I feel like I'd learn from coding tutorials more if someone started with a │
║ complete program they can fit on one panel of their screen, a second for │
║ showing what each particular thing they're pointing at means, and a third for │
║ a typical usecase they might build and dismantle on the fly. │
║ │
║ like, scientific toys that they could use to explain a particular phenomena. │
║ the way people used to have 3d models they either bought or built themselves │
║ of like, atoms and wind patterns and stuff they could explain to kids. │
║ │
║ you know, like exactly the kind of things that are commonly stored at │
║ children's museums. │
║ │
║ I was homeschooled, so I went to those places quite a lot. I always felt a │
║ little unwelcome because I always seemed to be the eldest in every bunch. │
║ That's continued all throughout my adulthood, like each of my peers are just a │
║ few years younger than me. I think I just mature more slowly, and thus │
║ associate with below the average. │
║ │
║ it's like, a descriptor of your rate of defining reality and being guided by │
║ it. when │
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--- #19 notes/game-design-2 ---
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the method of game design is identification of playstyles and the balancing of
success rates of each of those playstyles. then, giving the player as many
different possible methods of playing the game. the more different they are,
the
better, and they should be unique enough that the decisions taken to play that
playstyle feel impactful. meaning, a player could play offensively or
defensively, for example, or a WoW player might play a melee or ranged
character. in addition, they might use the pieces available to them in a unique
way that aligns with their personality - everyone should be able to express
themselves as much as possible while also keeping the game fair, balanced, and
rewarding. It should incentivize the development of skill - and gently guide
the player through various mistakes. It should
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--- #20 fediverse/5962 ---
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all you need for mouse buttons is alt ctrl and... shift
then bind shift to everything that you can.
can also bind backspace and delete if you have enough keys
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--- #21 messages/453 ---
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UX idea: text is rapidly revealed (rate configurable) letter by letter and
upon reaching the bottom of the page it starts over at the beginning,
overwriting what was there in a different color to show that they're separate.
For colorblind accessibility it might switch between white background black
text, and black background white text. Again, user configurable, colors are
cool too.
If the user pushes the spacebar it pauses until they resume it, and it goes a
bit slower. If they catch up to it they can double spacebar to make it go
faster!
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--- #22 fediverse/5266 ---
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games from ~2006 or later have the best achievements because they expected
players to find them by playing the game, not by looking them up online.
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--- #23 fediverse/3886 ---
image.png
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│ CW: cursing-strange-witch-obscure-arcane-oh-deer-sort-of-a-psycherwaul? │
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I literally can only make this stuff when I'm stoned
hey if you wanted to be accessible for blind people, you should build a
screenreader that scans the words on wherever a blind person's fingers are
pointing toward a tablet. like reading braille on a notebook. They could even
wear a glove if they wanted to, and the tablet could scan their fingers as
they signed languaged over it's close-range sensors.
might be a good way to get the VR guys in on the accessibility domain, because
like... seriously give a granny a backpack and suddenly she doesn't need to
leave the house to hang out with her kids
(boom everyone gets LLM automated)
huh I wonder if I ever was a real person at all
NOT GOOD so don't do it that way, dummies. >.
seriously humans are sooooo bazookas. just like, do it right the first time?
duhhhhh
(a more measured approach is to pick the most *important* moments and speak
most clearly during those.)
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--- #24 fediverse/3258 ---
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@user-570
I wonder how it would feel to bind numpad enter to tab instead?
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--- #25 fediverse/1427 ---
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if you want your game to be playable in 20 years, make sure it runs on Linux.
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--- #26 fediverse/6229 ---
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game designers stay in the industry. business types look aside. Hence why the
lessons are learned by the makers, and not by the marketplace keepers.
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--- #27 fediverse/5212 ---
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the reason you start with a game engine is because then you'll have tools to
make however-many games you want. Tools that you know intimately enough that
you can debug and improve them *without breaking your creative flow* by
learning something new halfway through a project
the whole point of individualized projects instead of viewing each computer as
a complete and total whole (why do we need servers again?) is that you can
paint a picture of where the design of the program is intended to go, such
that all the considerations are in place and whatever issues or struggles you
might face along the way are adequately addresssed, -- stack overflow --
[because I mistyped addressed] -- -- if you know what "stack overflow" means
you have intimate knowledge of the technology, and can probably guess what it
means in context when I say it. "nuts I lost that train of thoguht" -- stackl
ov
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--- #28 messages/999 ---
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Okay bear with me, but, what if we took the AI that they use to play games
(like, the kind that memorize the best way to play space invaders or whatever)
and instead of A and B and start and select they could use programming
languages to try and recreate exactly a winning move, which in this case is
just the exact behavior that is created by the test case playthrough of Super
Mario Bros or Space Invaders. Free open source everygame!
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--- #29 fediverse/968 ---
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║ ┌──────────────────────┐ │
║ │ CW: for-cats-only │ │
║ └──────────────────────┘ │
║ │
║ │
║ the gameplay value of a cardboard box increases exponentially upon the │
║ introduction of a box-cutter [to make holes in the box] and varmint sized toys │
║ [to play whack-a-mole with] │
║ │
║ also, it's important to let your can win about 65% of the time - just enough │
║ to keep them interested (cats lose attention) but not enough to make them feel │
║ like it's easy. │
║ │
║ That's why it's important not to use your hands as a toy, because your hands │
║ *always* hurt. It gives them a feeling they're craving, both of attention but │
║ also success. │
║ │
║ 65% is more addictive, just ask any designer for multiplayer games. Well... 65 │
║ is my number, but there's a percentage (depending on the game) that players │
║ have to win if you want to keep their attention. If they win more than that, │
║ they lose interest. if they lose more, then they get frustrated. It's a │
║ delicate balance that ideally would be measured by AI [cursed] and adjusted │
║ per player. That way you could get maximum engagement and │
║ =============== stack overflow =================== │
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--- #30 fediverse/6009 ---
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what if games had APIs that could be used to build custom clients
"but cheating!"
haha oh yeah
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--- #31 fediverse/3927 ---
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okay but why has nobody ever approached AI from a game design perspective like
seriously there should be researchers who are multidisciplined in this kind of
thing
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🖼 my-art: game-design: legion-td-fog.png
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🖼 my-art: game-design: legion-td-game-id-like-to-play.png
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