I am extremely proud to finally have another game with greater accessibility features (the first being Qualdrin with its remappable controls). I'm putting my money where my mouth is. Beginning with Version 1.2.1, CardBored Box will be easier to play for those with low vision or blindness.
Text-to-speech/Synthesized speech - Tap and hold over objects to have its information read out loud. Now you can hear every card in the game and more.
Dynamically scaling text - Wild Card text will change size to fill the space of the card. This makes it easier to read for everyone. (Scaling text for other cards coming later.)
Rough edges in 1.2.1 to smooth out
"I don't understand how a person with vision impairments is supposed to play."
To be honest, I'm not really sure either. But the only way to go from here is up. My knowledge was previously limited to a few gaming accessibility talks and various guidelines.
I spent some time using my iPhone's VoiceOver option to get an idea of how someone with vision impairments uses smart devices. VoiceOver basically reads out loud whatever you touch or slide your finger on top of. It revealed a lot to me and confirmed other thoughts, such as my website needing to be more accessible (sigh). So my springboard is to make something comparable to VoiceOver. Along with some more research I should have a better foundation to build upon. My next step would be getting feedback from real users.
I'm pretty tired between work and the hours spent debugging my debug code. But I'm excited. That's why I wanted to share what I've accomplished so far. The Global Game Jam back in January was exactly what I needed to get me back in the game of making games. I'm looking forward to the learning opportunities ahead.
I'm Gerald Franklin, an aspiring game and interface designer.