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Make A Dark Room accessible to the blind. #70
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I've been thinking a lot about this issue and how it can be remedied. How does the iOS version handle takeoff that the visually impaired can successfully navigate it? I haven't played the mobile version. |
I'm working on that myself. It's a bit easier on the iOS version because they can touch the screen and have different UI controls read out information to them. Most of the complaints I've gotten so far have been around the map:
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I actually feel kind of bad about this issue. At first glance, ADR appears On 9 December 2013 13:32, Amir Rajan notifications@github.com wrote:
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I'm making good progress on the iOS version. And hopefully will have an accessible version out by the end of the month. I'll post what I've learned from that here. |
What I know so far is that the reading speed of the voice over devices used are set to an extremely fast rate. |
One idea I can think of is showing that data that @amirrajan pointed out in the top bar or somewhere. Super quick example: |
It may just be easier to serve up another view all together. Though some work will have to be put in to unravel DOM manipulation from the engine itself. The problem with the current view is that the readers will literally read every ascii character. |
Yeah, this is pretty much why the idea of accessibility fills my heart with On 9 December 2013 14:18, Amir Rajan notifications@github.com wrote:
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If much, or any more is to be changed or added to this game, it needs to be rewritten; as you've said before, Angular would make management of the DOM so much easier, and make fundamental changes like this more feasible. Unfortunately, at this stage of the game's lifecycle, I just don't see that happening. |
Agreed. Too much would need to be done. Sent from my iPhone
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Hello, As for the other issues I've encountered:
Thank you very much for this great game. |
@sukiletxe Thank you for sharing your experience! You have definitely helped me think of some ideas for combatting this issue. I'll do some research on a few of the tips that you gave us, and at the very least, make some of the smaller changes. Thank you again! |
Maybe it's a bit late to ask this, but may someone reopen this issue,
for the sake of not forgetting this? I had received some positive
comments, but then... well, human memmory fails, apparently. Of course,
if later you discover again it's not doable, please close it. Ah, and if
you need betatesting I'm here to help.
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I don't know much about accessible interfaces, but why not allow the character to be moved by point-and-click? Just let users control a cursor moving square by square, and allow them to target a square to move the character there. Additionally, the UI could show the closest point of interest in all directions, like:
In this instance, the cursor is over a square with POI type B which is exactly 3 squares right and 3 squares up from A, and A is the closest POI in both left and down directions, hence why the repeat. Also, If an enemy is encountered, a message box could be shown to ask if user want to continue with some infos like health and stuff. Also of course, the battles would need to be turn-by-turn, because I hardly see how a blindhelper reading software could be as fast as some enemies attacks. Also an alternative HUD that would be super accessible without any loss of information:
Just my 2cents about a possible alternative view for blind people, |
I do like this issue, how could we do this? |
I'm playing this on iOS and really enjoy it so far, so just wanted to say thanks for everything that's been done there. I'm an accessibility tester and super newbie coder, hoping to get to a point where I can start doing pull requests for this kind of thing myself but I'm not there yet. Thank you for your consideration. |
Simon,
Are you saying that the web version (the one that’s for non-mobile devices) is not accessible on mobile devices? Just trying to have some clarification on this.
Regards,
Mark Shaw
…On Aug 13, 2022 at 04:24 -0600, Simon Jaeger ***@***.***>, wrote:
I'm playing this on iOS and really enjoy it so far, so just wanted to say thanks for everything that's been done there.
One thing I notice is that the web version is a lot less accessible for whatever reason. The main issue is that none of the buttons actually have a button role, and the percentage bars (for instance, to indicate when you can stoke the fire or check traps) are not readable. Can this be fixed? I would think adding a role to the buttons and a screen-reader-only (invisible) text label for the percentages would do it. I have no clue about the world map on the web. I'm likely going to be playing it on iOS for the most part unless this issue looks like it's likely to happen, and then I'm happy to test and poke around in the DOM more.
I'm an accessibility tester and super newbie coder, hoping to get to a point where I can start doing pull requests for this kind of thing myself but I'm not there yet. Thank you for your consideration.
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Sorry for the confusion. I was using the native iOS app on iOS and that has a lot of accessibility built in. I didn't realize there was a web version for quite some time, and was using it on Windows. I wouldn't call it inaccessible, but there's almost no meaningful HTML markup on the page, which means shortcut keys for moving to next/previous control don't work and keyboard navigation (tab, shift+tab, etc.) also doesn't work. Screen reader users rely on the ability to do things like moving to the next heading or button, so not having these control types defined on the page causes the interface to feel extremely clunky. |
Hey Simon,
A dark room for IOS is actually not maintained by this thread (if I remember correctly). To be exact I’m not sure who does it, I used to have quite an interest in this project however after the previous owner had no interest in allowing others to continue the project it died rather quickly.
Regards,
Mark Shaw
…On Aug 13, 2022 at 07:46 -0600, Simon Jaeger ***@***.***>, wrote:
Sorry for the confusion.
I was using the native iOS app on iOS and that has a lot of accessibility built in. I didn't realize there was a web version for quite some time, and was using it on Windows. I wouldn't call it inaccessible, but there's almost no meaningful HTML markup on the page, which means shortcut keys for moving to next/previous control don't work and keyboard navigation (tab, shift+tab, etc.) also doesn't work. Screen reader users rely on the ability to do things like moving to the next heading or button, so not having these control types defined on the page causes the interface to feel extremely clunky.
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That's good to know. I saw that it was linked on the page, so didn't realize the two projects were maintained by separate developers. I mostly mentioned the iOS app because of the extra accessibility though; I'm here because I'm interested in using this web version. |
There are blind (yes, blind) people playing the iOS version of the game. And they are loving it. ADR is in a unique position to actually bring a great game to the vision impaired.
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