A | B | C | ||
---|---|---|---|---|
1 | Guideline | Implemented? | Notes | |
2 | KEY | not started yet but planned | ||
3 | being worked on | |||
4 | completed | |||
5 | not going to be included in game | |||
6 | Motor | |||
7 | Basic | |||
8 | Allow controls to be remapped / reconfigured | this feature was implemented but presented various issues so had to be excluded for launch. Post launch I'll be working to resolve those issues and bring this back | ||
9 | Ensure controls are as simple as possible, or provide a simpler alternative | controls are made as simple and intuitive as possible through testing. | ||
10 | Ensure that all areas of the user interface can be accessed using the same input method as the gameplay | |||
11 | Include an option to adjust the sensitivity of controls | |||
12 | Ensure interactive elements / virtual controls are large and well spaced, particularly on small or touch screens | |||
13 | Intermediate | |||
14 | Support more than one input device | controller support! as well as keyboard+mouse (game could even be played without mouse but that is far from ideal) | ||
15 | Make interactive elements that require accuracy (eg. cursor/touch controlled menu options) stationary | |||
16 | Ensure that multiple simultaneous actions (eg. click/drag or swipe) are not required, and included only as a supplementary / alternative input method | these types of actions are not present in the game | ||
17 | Ensure that all key actions can be carried out by digital controls (pad / keys / presses), with more complex input (eg. analogue, speech, gesture) not required, and included only as supplementary / alternative input methods | these types of actions are not present in the game | ||
18 | Include an option to adjust the game speed | not feasible for budget | ||
19 | Avoid repeated inputs (button-mashing/quick time events) | these types of actions are not present in the game | ||
20 | If producing a PC game, support windowed mode for compatibility with overlaid virtual keyboards | windowed mode is supported on PC/Mac | ||
21 | Avoid / provide alternatives to requiring buttons to be held down | gliding can be moved to a toggle instead of a hold action | ||
22 | Allow interfaces to be rearranged | not feasible for budget | ||
23 | Allow interfaces to be resized | not feasible for budget :( | ||
24 | Provide a macro system | not feasible for budget | ||
25 | Allow for varied body types in VR | not relevant, not a VR game | ||
26 | Advanced | |||
27 | Allow play in both portrait and landscape | game UI scales to portrait mode. However this will only be able to function on PC/Mac as any consoles we might port to won't support windowed mode. | ||
28 | Do not make precise timing essential to gameplay – offer alternatives, actions that can be carried out while paused, or a skip mechanism | not feasible for budget :( | ||
29 | Include a cool-down period (post acceptance delay) of 0.5 seconds between inputs | will be included in the first post launch patch! | ||
30 | Provide very simple control schemes that are compatible with assistive technology devices, such as switch or eye tracking | not feasible for budget | ||
31 | Cognitive | |||
32 | Basic | |||
33 | Allow the game to be started without the need to navigate through multiple levels of menus | quick start is available, this skips all player customization | ||
34 | Use an easily readable default font size | |||
35 | Use simple clear language | |||
36 | Use simple clear text formatting | |||
37 | Include tutorials | |||
38 | Allow players to progress through text prompts at their own pace | |||
39 | Avoid flickering images and repetitive patterns | |||
40 | Intermediate | |||
41 | Include contextual in-game help/guidance/tips | handbook has delivery list + patch overview, + button prompt dlg | ||
42 | Indicate / allow reminder of current objectives during gameplay | player can reference all active deliveries and requirements for patches at any point in the handbook | ||
43 | Indicate / allow reminder of controls during gameplay | player can enable a HUD overlay with controls as well as controls being prompted for any interactions in-game | ||
44 | Include a means of practicing without failure, such as a practice level or sandbox mode | not relevant, game never puts pressure on the player so effectively the whole game is a sandbox | ||
45 | Employ a simple, clear narrative structure | |||
46 | If using a long overarching narrative, provide summaries of progress | not feasible for budget but also narrative is not that long | ||
47 | Ensure no essential information (especially instructions) is conveyed by text alone, reinforce with visuals and/or speech | CUT DUE TO AMOUNT OF WORK NECESSARY. Game relies heavily on reading of dialogue so going around this would severely impact all major systems. In some areas this is implemented (there's visual reminders in the handbook to show whether a delivery still needs items and the UI popup is a different color/symbol if you have something story-progressing to tell them) but I will not be able to guarantee it throughout the game. | ||
48 | Give a clear indication that interactive elements are interactive | ui poup with button prompt. Pickups only require vicinity and move to draw attention | ||
49 | Provide an option to turn off / hide background movement | |||
50 | Support voice chat as well as text for multiplayer games | not relevant, no mutiplayer | ||
51 | Provide gameplay thumbnails with game saves | not relevant, no multiple saves are supported | ||
52 | Provide separate volume controls or mutes for effects, speech and background/music | music, ambient and SFX can be controlled seperately (no speech is present in the game) | ||
53 | Ensure sound / music choices for each key objects / events are distinct from each other | each area in the game as well as the opening and epilogue feature their own distinct music track. Pickups, deliveries and patches all will receive their own distinct SFX | ||
54 | Include an option to adjust the game speed | not feasible for budget but Mail Time doesn't have any time pressure. The only timed inputs are related to the light platforming in the game. | ||
55 | Provide a choice of text colour, low/high contrast choice as a minimum | cut, all text is high contrast by default and text color was not feasible for the setup sadly | ||
56 | Highlight important words | important text is highlighted and any characters mentioned have their own acssociated color. A reference to that character will always be color coded | ||
57 | Advanced | |||
58 | Provide an option to disable blood and gore | not relevant, none present | ||
59 | Provide pre-recorded voiceovers for all text, including menus and installers | not feasible for budget | ||
60 | Avoid any sudden unexpected movement or events | |||
61 | Allow all narrative and instructions to be replayed | not perfectly replayed but any given instruction willl be repeated in a new/alternate way if you speak to the character again. | ||
62 | Use symbol-based chat (smileys etc) | |||
63 | Provide an option to turn off / hide all non interactive elements | not feasible for budget | ||
64 | Vision | |||
65 | Basic | |||
66 | Ensure no essential information is conveyed by a colour alone | essential information also receives an outline | ||
67 | If the game uses field of view (3D engine only), set an appropriate default for expected viewing environment | |||
68 | Avoid VR simulation sickness triggers | not relevant | ||
69 | Use an easily readable default font size | |||
70 | Use simple clear text formatting | |||
71 | Provide high contrast between text/UI and background | |||
72 | Ensure interactive elements / virtual controls are large and well spaced, particularly on small or touch screens | |||
73 | Intermediate | |||
74 | If the game uses field of view (3D engine only), allow a means for it to be adjusted | |||
75 | Avoid (or provide option to disable) any difference between controller movement and camera movement, such as weapon/walk bobbing or mouse smoothing | |||
76 | Use surround sound | not feasible for budget | ||
77 | Provide an option to turn off / hide background animation | not feasible for budget | ||
78 | Ensure screenreader support for mobile devices | not relevant, not on mobile | ||
79 | Provide an option to adjust contrast | |||
80 | Ensure sound / music choices for key objects / events are distinct from each other | |||
81 | Provide a choice of cursor / crosshair colours / designs | will be added asap post launch! | ||
82 | Give a clear indication that interactive elements are interactive | NPCs get a clear UI popup with button prompt and controller rumble when in range. Pickups move, feature particles and a shine shader effect to draw attention. | ||
83 | Ensure manual / website are provided in a screenreader friendly format | being worked on currently! | ||
84 | Provide separate volume controls or mutes for effects, speech and background/music | |||
85 | Avoid placing essential temporary information outside the player’s eye-line | any essential remporary information would be in dialogue, pickup screens and patch gain screens and that is all center screen. All other information is static in the handbook (and even the pickups can be found again in the handbook) | ||
86 | Allow interfaces to be resized | not feasible for budget :( | ||
87 | Advanced | |||
88 | Allow the font size to be adjusted | sadly not feasible due to the way text is setup in the game. | ||
89 | Provide a pingable sonar-style audio map | not feasible for budget | ||
90 | Provide pre-recorded voiceovers for all text, including menus and installers | not feasible for budget | ||
91 | Provide a voiced GPS | not feasible for budget | ||
92 | Allow easy orientation to / movement along compass points | not feasible for budget | ||
93 | Ensure that all key actions can be carried out by digital controls (pads / keys / presses), with more complex input (eg. analogue, gesture) not required, and included only as supplementary / alternative input methods | not relevant | ||
94 | Ensure screenreader support, including menus & installers | not feasable for budget | ||
95 | Use distinct sound / music design for all objects and events | |||
96 | Simulate binaural recording | not feasible for budget | ||
97 | Provide an audio description track | not feasible for budget | ||
98 | Hearing | |||
99 | Basic | |||
100 | Provide subtitles for all important speech | all "speech" is in text form already |