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A11y query#5410

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serprex wants to merge 6 commits intoHarbourMasters:developfrom
serprex:a11y-query
Closed

A11y query#5410
serprex wants to merge 6 commits intoHarbourMasters:developfrom
serprex:a11y-query

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@serprex
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@serprex serprex commented Apr 16, 2025

Recently a player was asking for help trying out accessibility, unfortunately the build artifact for #3207 is not available

At this point #3207 doesn't look like it's progressing, in the meantime it'd be useful to implement simpler accessibility features

To understand the problem I watched videos of playing through OOT blind: https://www.youtube.com/watch?v=nmmqarQRSSE&list=PLXcBFfRlLcpiGcMcdCpJ_L1Okqm2uQvrL

Their playthrough involves striking objects for audio cues. watching this, it seems a useful feature would be a keybind to state player coordinates/rotation & what is front of player

This PR sketches out saying Link's yaw on BTN_CUSTOM_MODIFIER1 & saying what actor id is nearest in front of him on BTN_CUSTOM_MODIFIER2

In their later videos they make heavy use of hookshot to orient & judge distances between walls. It'd be useful to add a TTS control to state distance to wall / whether ledge is immediately in front

Build Artifacts

@Computerfan23
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Hi there!
I am a accessibility playtester and been part of the project to make the game accessible for blind players. I believe it would be good to have a way of telling the player which direction we face. If we press c up button, if we move the control stick around, a sound plays with different pitch.
I can explain more detail what we need. I have been testing the accessibility features from the build we got.

@serprex
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serprex commented Apr 16, 2025

@Computerfan23 I forgot to update description last night, this build currently has support for button reading out Link's direction in degrees. It'd be great to get your feedback on what information you'd like to be able to query

It'd also be useful to know how well existing tooling functions. For example, in-game the hookshot has a dot in middle which turns red on surfaces (& ship has an option to turn green on surfaces you can hookshot to). It could be useful to have TTS read out when this indicator changes state, but I don't know if you have an existing setup to read out the color in the middle of the screen

But there's other features we could check on the surface (sfx, entity ignored, projectile ignored, damage, slippery, climbable). Similarly having this dot for C-Up would be nice, if it just needs color in middle then it's straightforward

@Computerfan23
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Of course i have feedback. I think we need tts to read the dialogue, menu, any text on screen like pause menu for the different subsections, save screen, game over screen, fime select and character name screen, the menu you press esc to open. Also all text in general needs tts support.
For the hookshot reticle, if tts speaks the action button when it changes as well as a sound to indicate we are on the target can help.

@serprex serprex force-pushed the a11y-query branch 4 times, most recently from d01297c to 6e0e3c8 Compare April 17, 2025 01:46
@Stillenacht1991
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It would be really helpful if we had the sword from the get go, that way we would not have to fret about that nasty rolling rock.

@Computerfan23
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While having the sword from the start would be helpful, i dont agree. I think it is cheating or not fair. I have no problem going through the challenge of avoiding the rolling boulder.
Plus that is how the game is designed. I do not want accessibility to make the game too simple.

@serprex
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serprex commented Apr 17, 2025

It would be really helpful if we had the sword from the get go, that way we would not have to fret about that nasty rolling rock.

hopefully some improvements (like reading out action button changes) will make finding this more straightforward. Ultimately the training ground serves to prepare you for what's to come in Deku Tree

@Computerfan23
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Hopefully that will help. You do use the action button to perform various actions. So it is a important aspect to have action button text be readable.

@Stillenacht1991
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Will the new update that is released tonight have the action button prompts read? I would like to see that.

@Stillenacht1991
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Uh oh, lookl like one of your checks is failing.

@Stillenacht1991
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I also get an ubable to merge message. What does that mean?

@Stillenacht1991
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It looks like your clang format check has failed.

@serprex
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serprex commented Apr 18, 2025

clang-format is a non-vital check, just needs to pass before merging

Unable to merge is because this PR is a draft, I take my PRs out of draft when I'm ready for maintainers to merge

Builds are in progress. Once they complete artifacts will be updated

@serprex
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serprex commented Apr 18, 2025

Will the new update that is released tonight have the action button prompts read? I would like to see that.

this is the latest commit

@Stillenacht1991
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I get it.

@Stillenacht1991
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Looks like the Windows and Linux builds are failing

@serprex serprex force-pushed the a11y-query branch 2 times, most recently from 14a3dc7 to a96adc4 Compare April 18, 2025 04:53
@serprex
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serprex commented Apr 19, 2025

met with Computerfan23 to see how accessibility build works. Overall there is so much there already that working on these features is kind of worthless without being able to package with the accessibility build. As a result here are my notes & priorities going forward:

  1. getting accessibility build up to date
  2. gtk menu to adjust subset of options
  3. in game objects should have noise falloff match cue falloff
  4. audio cues should do a line of sight test
  5. diving game cues (see cues for being directly above switch in Deku Tree)
  6. aiming left/right (has up/down) (eg dodongo cavern 2nd fire puzzle)
  7. audio glossary
  8. z-target should say what kind of actor is targeted
  9. jabu lacks audio cues (bubble doors switches etc) same for zora's domain
  10. look at what hookshot cues are like
  11. actor names instead of actor ids
  12. boulder cues are type specific (especially useful for goron maze)
  13. ladder vs vines having different audio would be nice

note to self: look at DC stairs, they have audio cue for where to bomb

@Computerfan23
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I am glad i could meet you serprex and give a rundown of accessibility build and other topics.
I realized that in deku tree when you are in the room with the three deku scrubs you need to hit in the right order, there is a audio cue to tell who is which, but could be improved. Not a big priority, just wanted to mention it.

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3 participants