#Colorblindness Accessibility Features

1 messages · Page 1 of 1 (latest)

stable shale
#

the types of colorblindness:

Deuteranomaly is the most common type of red-green color vision deficiency. It makes certain shades of green look more red. This type is mild and doesn’t usually get in the way of normal activities.

Protanomaly makes certain shades of red look more green and less bright. This type is mild and usually doesn’t get in the way of normal activities.

Protanopia and deuteranopia both make someone unable to tell the difference between red and green at all.

Tritanomaly makes it hard to tell the difference between blue and green and between yellow and red.

Tritanopia makes someone unable to tell the difference between blue and green, purple and red, and yellow and pink. It also makes colors look less bright.

Color vision deficiency can also happen if your eyes or the part of your brain that helps you see color gets damaged. Common causes of this are: Eye diseases — like glaucoma or age-related macular degeneration (AMD) Brain and nervous system diseases

#

EASY FIXES:

create color presets that they can assign textures to (e.g. “color=enemy”). This will allow you to manage the color information of your product as a whole and work it into your color-blind modes.

In multiplayer games, character customisation often allows color-blind players to create a character silhouette that they can recognise.

And finally, talk about your features with color-blind players to see if they’re usable. Remember that some color features may be completely invisible to them, so be sure to explain the gameplay intentions of your features, systems and art. (I myself am willing to help yall cause i love the game and just want to be able to play like everyone else)

According to the National Eye Institute, colorblindness “means you see colors differently than most people. Most of the time, color blindness makes it hard to tell the difference between certain colors.” It should be noted that “MOST people who are color blind are able to adjust and don’t have problems with everyday activities.”

#

Good Examples:
Battleborn includes a feature called “Color-Coded Teams,” where players can choose the colors for essential information, such as each team’s heroes, health bars, and competitive objects.

Bad Examples:
Destiny offers preset color palettes for these three types of colorblindness.
DOOM applies the same type of whole-screen filter for its colorblind modes.
Call of Duty: Advanced Warfare, it is not obvious that there is a filter applied. Below is a screenshot comparison of colorblind mode enabled (left) and normal color mode (right). Overall, the color palette seems unchanged; there is some slight, subtle discoloration with certain aspects of the map.

#

.
final thoughts:
Whole screen filters are, typically, not the best approach to colorblind accessibility.
Colorblind people see a limited range of colors.
Compressing the entire color palette pushes hues away from the problematic areas and bunches them closely up against other hues, swapping color clashes for other color clashes.
Changing all of the colors that are distinguishable to those with colorblindness makes the game look bizarre and unnatural.
Do not alter that which does not need to be altered.
Help the player distinguish between vital information necessary to play the game.
A player should not experience colors in games differently than they perceive them naturally in the world.
Ideally, provide the option to let players select and customize colors for vital information.
These can be applied to outlines, health bars, icons, names, object indicators, etc.
“One size does not fit all”
There are varying degrees of colorblindness, so customization can offer a personal and, ultimately, more optimal experience.
Avoid relying on color alone (by adding symbols, text, varying enemy design, etc.).
If not possible, include a simple color palette that can be used as a single-color choice that is not problematic for those with colorblindness (e.g., dark orange/light blue).
If neither of these are possible, a brief review of the game aspects that absolutely need to be differentiated in order to successfully play the game (e.g., teammates vs. enemies) can be done to decide if specific UI/gameplay elements can be modified.

#

.
Its worth mentioning that colorblindness often degenerates and gets worse over time so the ability to tweak to the player's needs as they play

#

this will promote long-time players and community love frfr

modern nimbus
#

.

stable shale
stable shale
lunar coral
#

Bring this sucker back from the dead to mention, the new glowing effect that allies and enemies will have on their armors glowsticks are set to glow red and green. I really hope those glows can change relative to the users local color settings to help out the homies who struggle with red/green.

stable shale
lunar coral
#

We are still on the same patch that this original suggestion was made in. I choose to belive Prayge

gritty willow
#

Usually means they will visit and add it at some point

frigid sentinel
#

As someone whose entire male side of my families are colorblind, I got off very lucky with only being Red/Green Colorblind. That being said, this game is VERY difficult at times even with my own weird little color scheme.

Colorblindness is often laughed at and not seen as a disorder primarily because it almost only effects males, but also in that there is no way to actually describe and show what that disability looks like as it is unique to each person.

With this being said, a generic base filter that doesn't reference even base shades under each of their respective cones, would be a massive upgrade for people like me!

If anyone is curious, please look into Vsauce's video on colorblindness. It's VERY interesting and brings an interesting question to the table- what is red?

analog otter
#

Bumping this and also adding that color blindness accessibility features usually help people with other sight issues too :)

Would be cool if devs took a more proactive approach to accessibility in their game