I have separated out the cherry bombs that spawn in the game, now they spawn and snap to the nearest 128 pixel horizontal increment.
Also included is a pause button in the top right hand side of the screen. It sets all speed variables to zero, prevents interaction of any kind (except to unpause) and even the cherry bombs stop emitting sparks. However the coins and the drill still animate, I will need to correct this.
Another miscellaneous addition is a sign on the main menu that displays the players last attained depth and coin count. This does not display if the user is playing for the first time and will allow the player to see how far they have been able to go in the game.
Here is a video of the latest version of Sugar Mine:
Next on my list of concerns is accessibility. The majority of the interactive elements of the game have come together and now I feel I should step back and make sure that the game can be played by anyone who wishes to do so. The accessibility section of the main menu has not been created yet, but creating it will also give me a chance to refine my pipeline for new assets and restructure my code in a more efficient and easy to follow fashion.
Accessibility options I have noted down to implement so far are:
- Visual Profiles (Deuteranopia, Protanopia, Tritanopia, Achromatopsia and Hi-Visibility)
- Control Profiles (Mouse Only, Keyboard Only, One Switch and Gaze Controlled)
- Turning Sensitivity (If using One-Switch or Keyboard only profiles)
- Obstacle Spawn Rate (Start)
- Obstacle Spawn Increase Rate
- Coin Collection Mode (Location/Automatic)
- Starting Speed
- Acceleration
- Sound/Effects Volume control
I have considered implementing a tutorial but I think it is almost needless. Most of the game elements are very straightforward and bear resemblances to how people would treat the objects in the game: Avoid bombs, collect coins. I may add a small graphic at the start that says 'Click to turn!' or something similar, but I feel that would be a much later addition.
Hi Carlton, I came across you through your post on the GASIG forums. The forums are pretty inactive, you are probably better off sending an email to the GASIG mailing list.
ReplyDeleteIt's great to see so much consideration of accessibility, especially single switch. The tricky thing to get right is the balance between enough setings to be useful and avoiding confusion from having too many options.
There's some more information available here:
http://www.gameaccessibilityguidelines.com
and if you'd like to chat more you can get me on @ianhamilton_ / i_h@hotmail.com. I'm also based in the UK.