Subtitles is my favorite accessibility option. Having a bit of text on the screen whenever there's something I need to hear really helps me especially when there's a lot of audio information going on at once. I'm not deaf, I just can get sensory overload from lots of simultanious noise. Subtitles mean I can turn the sound off if necesary and still play the game.
In the main menu, you should make it so that all the grass is dry and dead, but the area around the cursor makes things grow just like in your game it's little details like this that give a great first impression of a unique and polished game
I thought about that, but I want the game to be controller friendly too (that's actually my preferred way of playing) and I don't want to put in a main menu cursor in for the controller just to get that effect in. I was trying to think of something along those lines that would work with a controller too, but didn't come up with anything
@@nerdchomp To expand on that idea, the buttons could be closer to the bottom of the screen, so they have more grass around them to work with, perhaps arranging them horizontally.
One thing that might be good (idk i’m not colourblind) is having the colours for things next to each other in the menu so you can see how the contrast looks. Kind of like those ‘adjust brightness until you can barely see the image’ but for colour.
As a product designer - accessibility is best implemented early! This is most easily explained with physical products. Think of a company releasing a line of shampoo and conditioner. The make the shampoo bottle red and the conditioner bottle green, produce 10000 of them, and then remember that accessibility exists. What about color-blind folks who see red and green as the same shade of brown? What about blind folks who would benefit from the bottles having differing shapes or textures as differentiators? What about immigrants who could use a line of French or Spanish on the bottle to help them figure out what it says? It'd be costly and time consuming to re-design bottles for these consumers so, good luck Charlie. Entire demographics of PEOPLE now cannot use those products. Consider how much code would have to be re-written or scrapped if accessibility comes in at the end? Consider publishing deadlines or profit margins (should those things exist later). It's likely users will again be getting the good luck Charlie treatment. So think of it from the start and save yourself the stress.
Just thinking I saw last episode about dropping dandy lions and rocks and only having the rock button and I have an idea. You Hold the drop button and look left and right to drop either item. Holding the drop button will stop the looking mechanic until unpressed. To trigger the hold it will require one second of holding, and looking either left or right the item being dropped will glimmer as to indicate the item being dropped. Doing this this way even more items can be picked up if needed in the future. Ex: more bees (You might have do the same thing for item pickup as well if more bees are added, when picking up I see the glimmer left and right almost acting radial pie chart thing with a arrow (invisible) when on the ground to pick up items) This mechanic would also be good for controllers accessibility if implemented in the future
Really good to see this. Maybe it's not essential but subtitles for sound producing events can add to the atmosphere or if any puzzles require noticing something which is making a sound.
While the nectar is bright, it might get lost behind a wall or shrubbery. Maybe you could have the lil sunflower on the plants head always point towards it? Or even just partially twisting in the samedirection, only up to ~45 degrees each way
It's the default unreal mannequin. I use it for scale. I've thought about taking it out because everyone always asks about it, but at this point it's become tradition
08:00 more advanced keybinds would be cool, like binding a combination of 2 buttons to an action. For example: GRAB/INTERACT = "E" DROP/CANCEL = "Shift + E"
I'll see what I can do. It was a pretty big pain to get the version I have working, but I can see the benefit of adding more advanced binding. We'll see
I have a tiny bit of animating experience as a hobbyist, but I think the biggest thing that helps me is keeping my character and the rig very simple. It's much easier to animate the pot character than a realistically proportioned human
Here is the code I use for the auto camera. The final number that you multiply it by determines the amount of influence the auto camera has (1 means fully in function, 0 mean auto camera is off). blueprintue.com/blueprint/yzzt9m1f/
Someone pointed out that sounds important for gameplay could benefit from subtitles. I may also make visual cues for any sounds like that. Right now I don't think there are any vital sounds that the player needs to hear though
Definitely do not put icons over points of interest in the world try to naturally guide the player instead of using icons, that way they feel like they’re doing the finding
I totally agree and that's what I'm striving to do, but I might add it as an accessibility option that you can turn on if you want. By default it would be off though
Subtitles is my favorite accessibility option. Having a bit of text on the screen whenever there's something I need to hear really helps me especially when there's a lot of audio information going on at once. I'm not deaf, I just can get sensory overload from lots of simultanious noise. Subtitles mean I can turn the sound off if necesary and still play the game.
I'll definitely put in subtitles if there are any sounds that are necessary for gameplay. Or at least some visual cues
I would add a brief description for each option, so people don't have to guess what each one is for.
In the main menu, you should make it so that all the grass is dry and dead, but the area around the cursor makes things grow just like in your game
it's little details like this that give a great first impression of a unique and polished game
I thought about that, but I want the game to be controller friendly too (that's actually my preferred way of playing) and I don't want to put in a main menu cursor in for the controller just to get that effect in. I was trying to think of something along those lines that would work with a controller too, but didn't come up with anything
@@nerdchomp For a controler you could just have the button light up and spark life to the things around it
@@nerdchomp To expand on that idea, the buttons could be closer to the bottom of the screen, so they have more grass around them to work with, perhaps arranging them horizontally.
One thing that might be good (idk i’m not colourblind) is having the colours for things next to each other in the menu so you can see how the contrast looks. Kind of like those ‘adjust brightness until you can barely see the image’ but for colour.
As a product designer - accessibility is best implemented early! This is most easily explained with physical products. Think of a company releasing a line of shampoo and conditioner. The make the shampoo bottle red and the conditioner bottle green, produce 10000 of them, and then remember that accessibility exists. What about color-blind folks who see red and green as the same shade of brown? What about blind folks who would benefit from the bottles having differing shapes or textures as differentiators? What about immigrants who could use a line of French or Spanish on the bottle to help them figure out what it says? It'd be costly and time consuming to re-design bottles for these consumers so, good luck Charlie. Entire demographics of PEOPLE now cannot use those products.
Consider how much code would have to be re-written or scrapped if accessibility comes in at the end? Consider publishing deadlines or profit margins (should those things exist later). It's likely users will again be getting the good luck Charlie treatment. So think of it from the start and save yourself the stress.
Time to make a speedy red demon in an over green world
Just thinking I saw last episode about dropping dandy lions and rocks and only having the rock button and I have an idea.
You Hold the drop button and look left and right to drop either item. Holding the drop button will stop the looking mechanic until unpressed. To trigger the hold it will require one second of holding, and looking either left or right the item being dropped will glimmer as to indicate the item being dropped.
Doing this this way even more items can be picked up if needed in the future. Ex: more bees
(You might have do the same thing for item pickup as well if more bees are added, when picking up I see the glimmer left and right almost acting radial pie chart thing with a arrow (invisible) when on the ground to pick up items)
This mechanic would also be good for controllers accessibility if implemented in the future
Really good to see this. Maybe it's not essential but subtitles for sound producing events can add to the atmosphere or if any puzzles require noticing something which is making a sound.
If there are important sounds (like a hostile enemy growling) you could add some sort of visual indicators to that
Good idea, I'll keep that in mind if there are any important sounds
Your dev logs amazing 😍
Awesome to see these accessibility features! You're great :D
You put out a video and i watch it!
While the nectar is bright, it might get lost behind a wall or shrubbery. Maybe you could have the lil sunflower on the plants head always point towards it? Or even just partially twisting in the samedirection, only up to ~45 degrees each way
Thank you very much for this video. I'm working on a third person game on unreal and some of these i never thought about.
I think it would be interesting to add a language choice in the settings, like for subtitles for example.
I've thought about it. Depending on how much text I have in the game, this might be a massive undertaking though. I'll still consider it
What does the iron man suit do ?
It's the default unreal mannequin. I use it for scale. I've thought about taking it out because everyone always asks about it, but at this point it's become tradition
@@nerdchomp Oh mbd lmao , keep it it's funny
08:00 more advanced keybinds would be cool, like binding a combination of 2 buttons to an action. For example:
GRAB/INTERACT = "E"
DROP/CANCEL = "Shift + E"
I'll see what I can do. It was a pretty big pain to get the version I have working, but I can see the benefit of adding more advanced binding. We'll see
It is good thing to have, but it is complete overkill for that kind of projects.
Just like how Minecraft does it, you can add "subtitles" for the audio. Knowing where certain audio is coming from.
Good stuff! How did you animate the pot so well? Any tips?
I have a tiny bit of animating experience as a hobbyist, but I think the biggest thing that helps me is keeping my character and the rig very simple. It's much easier to animate the pot character than a realistically proportioned human
@@nerdchomp It turned out great! Love your gamedevlogs
Could you create a tutorial or an explanation on how you created the auto-camera feature?
Here is the code I use for the auto camera. The final number that you multiply it by determines the amount of influence the auto camera has (1 means fully in function, 0 mean auto camera is off).
blueprintue.com/blueprint/yzzt9m1f/
Adding subtitles to a game with no dialog seems like a great idea to me!
Someone pointed out that sounds important for gameplay could benefit from subtitles. I may also make visual cues for any sounds like that. Right now I don't think there are any vital sounds that the player needs to hear though
@@nerdchomp visual cues sound like a great idea!
Definitely do not put icons over points of interest in the world try to naturally guide the player instead of using icons, that way they feel like they’re doing the finding
I totally agree and that's what I'm striving to do, but I might add it as an accessibility option that you can turn on if you want. By default it would be off though
The main problem I am see is that you can see the horizen
This is still just a test area. In the final game that won't be a problem
@@nerdchomp looking forward to playing one day
I like your stuff but didn't appreciate the click-bait title this Time.
I feel like his titles are like books that are named "how to become a millionaire" with the recipe inside being selling books
You know what? I agree with you. I'll change it lol
@@nerdchomp 👍
@@nerdchompthis is much better, accessibility is indeed a no brainer and a good tip for all gamedevs. Good job
Now I'll go watch the video 🤙
@@nerdchomp You have gained +1 Respect
what are the chances a devlog drops while im watchign them lmfao