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Game Design Game Development Games

Game Design for the Color Blind Player

Thanks to ButtonMashing.com, I found Gaming While Color Blind, a post at the Amazon Game Room’s blog. The author talked about the problems he had playing the beta for Battlefield: Bad Company:

Starting out by the blue people, I saw a green guy, and shot him… minus 10 points for killing a team member. I re-spawned and move out again. There’s a green guy. I won’t shoot him this time… oh, he shot me. Eventually I became hesitant to shoot as I didn’t want to be a team-killer. Instead I wandered the fringes playing with the destructible environment. Taking out half a building is great fun. Not knowing who to shoot isn’t.

Eventually I realized there were blue, green, AND red people in the game. *sigh* Green and blue guys are teammates. Red guys are enemies. That seems simple enough, except that I couldn’t tell the green guys from the red guys.

When it comes to the game interface, we try to make things as intuitive as possible. One way to make it obvious that two objects on a screen are different is by using different colors. In fact, I remember going to a Chicago IGDA meeting in 2003 to see John Tobias (of Mortal Kombat fame) give a talk on character design. He said that when he works on character design, he always applies the concepts of shape, size, and color to differentiate characters and objects.

When you’ve locked the shape and size of various objects, such as orbs in a puzzle game or soldiers in an FPS, the other option you have is color. But as Osver points out, color might not be enough for a significant percentage of your players, especially if you pick colors without considering their impact on the color blind. My beta testing for Killer Kittens has uncovered a number of problems, and one of them was the color scheme I used. Currently I have a blue ship on a green background, and as far as I am concerned, it is very easy to see the player’s ship, but I’ve had players complain that the “blue-on-blue” scheme is hard to see. GameProducer.net also documented a problem that a color blind player had during a demo.

What can you do? One tool you can use is this Color Scheme Generator. While it is aimed at web developers to help them pick a good color scheme for the Web, it can also be used to give you an idea what kinds of problems color blind players of your games may have. There is a drop-down menu at the bottom that lets you see the difference between normal vision and any of the various forms of color blindness.

Another option is to actually change how your objects look. Rather than have the same image with a different color, add something unique to each. The version of Frozen Bubble on this site allows for you to toggle “colorblind mode” with a key press. Notice the difference between these two images:

Play Frozen Bubble for free! Play Frozen Bubble for free!

Whether you are color blind or not, you can play Frozen Bubble. As I understand it, the history of this feature came about because a few color blind players really wanted to play Frozen Bubble, and they were able to talk with the developers and add a feature that would allow them to do so.

Snood got around this problem entirely by having different shapes as well as colors. Even if you couldn’t tell the snoods apart by their colors, they had unique faces which made it easy to do so.

One nice side effect of making your game accessible to color blind players is that it also makes it more accessible to everyone. Perhaps one of your players has a monitor that doesn’t display colors quite the way it should. Your game can still entertain that player if your design makes use of more than color as a differentiator.

Another example is my Ludum Dare #11 entry , which involves moving your mouse to the goal while avoiding the randomly shaped obstacles. The goal and your mouse cursor are the same color, and the obstacles are a different color. I picked blue for the mouse and goal, and red for the obstacles. Even if you have some form of color blindness, you should be able to see the difference.

LD11 Minimalist by GBGames

Now, just in case, I could also improve upon this design by making use of shapes. Since the obstacles are going to be randomly sized rectangles, I could make the goal a circle to differentiate it better.

LD11 Minimalist by GBGames

I could even use a very detailed sprite to help differentiate it from the solid colors of the obstacles. There are quite a few options, but the point is that by taking into account the fact that some people are color blind, you could make your game more accessible, which means more people can play it. By ignoring this issue, you are putting up artificial barriers that prevent a significant number of people from enjoying your game.

[tags] video games, video game development, color blind, graphic design, character design [/tags]

Categories
Games Geek / Technical

Atari 2600 Box Covers

A friend pointed me to Fun from Yesterday, a blog post that pokes fun at the Atari 2600 and its game box art.

I started to think that maybe the titles were different in different markets. After all, Another World is known as Out of This World in the United States. Then I realized that these covers were edited, and some of them were pretty funny.

But as a fun exercise, I tried to remember the real titles for all of those games:

  • Magna Carta is Warlords
  • Aliens vs Ghosts is Defender
  • Every Sport Ever is Video Olympics
  • Gay French Mario Bros is Circus Atari
  • Buzz Aldrin Space Rainbow Tennis is Super Breakout
  • Hey Steve,- Did We Ever Decide if… is Yar’s Revenge
  • Wrong Button is Missile Command

Unfortunately, I am not familiar with what the other games are, although I could guess at a few.

Also, to the people who make disparaging comments against E.T., I still own the cartridge, and I still think it is a fun game. And it turns out, I am not alone.

[tags] atari, retro, video games [/tags]

Categories
Game Design Game Development Games Geek / Technical Linux Game Development Personal Development

LD#11: GBGames presents Minimalist – the final version

I did it! I finished a game for Ludum Dare #11!

You can see my final post at the Ludum Dare blog.

https://www.gbgames.com/downloads/ld11/LD11-Minimalism-GBGames.zip is a 12.4MB download.

It includes the entirety of my project’s source in a zip file (LD11-Minimalism-GBGames-source.zip) and a GNU/Linux-ready tar.gz file (ld11-minimalist-gbgames-linux-x86-r12.tar.gz).

The source is ready to be used to build a linux-x86 distributable tar.gz. I created it using my Ubuntu system. I am sure it can be made to build a Win32 version without too many changes, if any.

EDIT: mrfun was kind enough to create a Windows version of my game. You can get it at the official final version post.

I’ll write a post-mortem after I’ve had some sleep and cleaned my apartment. If I learned anything, it is that the kitchen goes to entropy during Ludum Dare.

Categories
Game Design Game Development Games Geek / Technical Linux Game Development Personal Development

LD#11: My Grandma’s Birthday Won’t Slow Me Down

But I will eat some food while I am there.

LD11 Birthday dinner

Dessert was a bit better, especially those Nutella-filled spiral thingies:

LD11 Birthday dessert

I’m back, and I have a few hours to add sound and upload a completed entry.

Happy birthday, Nana!

Categories
Game Design Game Development Games Geek / Technical Linux Game Development Personal Development

LD#11: Break for Grandma

My grandmother’s birthday is today, so I’ll be taking a bit of a break to go to her house and help everyone celebrate it.

I was thinking of bringing my laptop, but there probably wouldn’t be anywhere I could work with it, and knowing how things would go, there would likely be something spilled on it before I got back home.

So I’m cutting it down to the wire. As of this writing, there are 6 hours, 36 minutes left in the competition. All I want to do is add sound effects, and then I can submit the game. Will it take me long to add the sound effects? Will it take me long to package up my submission, source code and all? Stay tuned for my next entry, possibly titled “Blue wire or red wire? THERE’S NO TIME!”

Categories
Game Design Game Development Games Geek / Technical Linux Game Development Personal Development

LD#11: GBGames presents Minimalist

I have a main menu:

LD11 Minimalist by GBGames

And gameplay:

LD11 Minimalist by GBGames

I need sound effects, but I have made a game for Ludum Dare!

Categories
Game Design Game Development Games Geek / Technical Linux Game Development Personal Development

LD#11: New screenshot

I have gameplay now:

LD11 Minimalist screenshot

Er, you can’t tell from the screenshot, but the small square is your mouse cursor. The large square that is the same color is the goal. There are as many obstacles as the level number, so level #5 will have five obstacles.

The rectangles are obstacles you need to avoid to get to the goal. If you touch an obstacle, you go back to the beginning. They vary in size, so sometimes a single pixel can trip you up. Be careful!

Categories
Game Design Game Development Games Geek / Technical Linux Game Development Personal Development

LD#11: Minimal Sunday Breakfast

Today’s breakfast was minimal:

LD11 Sunday Breakfast

That’s orange juice with extra pulp right there. Mmm, hmm!

Categories
Game Design Game Development Games Geek / Technical Linux Game Development Personal Development

LD#11: Bed Time!

It’s 3AM, and I’m going to sleep.

I have a mouse cursor image, and I have a second image, and I can determine when the two are colliding. I’m getting close to a game.

Categories
Game Design Game Development Games Geek / Technical Linux Game Development Personal Development

LD#11: Let There Be Art

I finally have graphics. These are SDL RectFills that are using random red, green, and blue attributes, and the offset matches the mouse cursor’s position:

LD11 Minimalist with graphics

I plan on providing a sprite and making sure that there are other sprites in the playing area. I want to detect when your mouse-following sprite hits other sprites, and you will win or lose depending on which you touched.

The part that took me so long to get here was figuring out that I was using the variables incorrectly. Maybe I need more sleep. Or caffeine.