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RE: Support for handicaped people
> For instance my first thought after reading your post was to try
> to render a tilebased world using much dimmer tiles than usual,
> and brighten up the overlayed units; that should give high contrast
> without the wash out of a gamma boosted display, and make the
> units easy to spot in what could otherwise look like a big blurry
> mess... But is that what they'd want ? Unless "visually impaired"
> is just a pol cor euphemism for "blind", I don't, euh, see, what
> it could mean other than having bad sight.. So, basically, what's
> visually wrong with the current games ?..
There are different kind of handicaps, a few that I know of are:
blindness, color blindness, myopia (pretty advanced) and others
that I do not know about. We can set up different levels of
support for these people. For example we can have a black and
white setting for color blind, a high contrast for myops etc.
I cannot really tell what exactly is wrong with the games because
I do not have these problems. Someone who might have a handicap
might know of games he can play and how to set them up. It is
hard for me to judge but, I think a lot of games to not take these
people into account. I am sure that a color blind person playing
Half-Life has difficulties seeind someone that is not moving.
> -=<Short Controlled Bursts>=-