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Weekly Links #254: game accessibility edition

27 January 2019 — No Time To Play

Hey, everyone. I had little to do this week but throw myself into work, for what little it's worth. And the first thing on my plate was to finally redo the homepages for Adventure Prompt and Ramus 2. Which took some thinking, but came out damn well, and enjoyed a warm reception. Now all that's left is to make download packages for both of them. Got many more ideas, but first the basics. And then there's my latest pet project, that I'm going to announce soon, either later today or else tomorrow. Spoiler: it's yet another scripting language.

In the way of news, this week we have in-depth coverage of the French Interactive Fiction Competition (in English, natch), via fiction-interactive.fr. It's fun to try and spot the unique flavor of the French school in a very well written analysis. In unrelated news, Gamasutra has a collection of quotes on accessibility from 2018. See also the extended news below, but one in particular struck a chord with me:

"If games didn't have subtitles, I wouldn't know English today, so yeah."

Many more are good though, so be sure to skim it.

As for extended commentary, there's a detailed review of Hyper Light Drifter, new regulation regarding accessibility in games, and a now-forgotten Star Wars MMO that once meant something. Details after the cut.

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Tags: indie, game-design, accessibility, mmo, rpg, interactive-fiction

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Weekly Links #253

20 January 2019 — No Time To Play

Hello, everyone. This week I can't think of anything to write an editorial about. Might as well talk about plans instead. And those don't involve any new games until summer, unless something happens along the way. Plenty of other things to do for a while:

  • redo the user interface of ASCII Mapper and release version 2.0;
  • port Electric Rogue to Python and Pygame, not so much for its own sake but to make the NoTime engine reusable as promised so long ago;
  • make a couple more tech demos based on it;
  • maybe take another shot at Deep Down in Darkness, now that I know what was wrong the first time around;
  • maybe tinker some more with Adventure Prompt and/or Ramus 2; their respective websites in particular need work.

Plenty to pick and choose from, then. It remains to be seen how much I'll actually get done.

In the way of extended news, this week we have an interview with Mike Cook about his creation Angelina, another with three leaders of GOG.com about the way they got to where they are now, and a write-up about the way game jams contribute to queer representation. Details after the cut.

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Tags: game-jam, representation, retrogaming, publishing, interview, game-design, AI

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