I have some questions regarding a game I'm developing and am hoping for some input.
This is my first post, but I have been reading this forum silently for months, and find that the people here give really helpful answers to the questions posted by developers.
The game is made with Unity, which doesn't support VoiceOver. I will have custom audio recorded to implement speaking menus and so on. I don't mean to reinvent the wheel and more importantly, I don't want to break with any existing and established interface control standards. That's where I need help. I read in another post that all menus should simply be scrolling with swipes, and a double tap would select an option. I implemented this for all my menus and am now stuck on just a few leftover issues.
Here are my questions:
1. Volume Control: For seeing people, volume controls are usually done with a slider. Since I have to implement a custom control for this anyway, I wonder what would be easiest to use. My idea is to use swipe up and down to increment and decrement the volume and then double tap to accept. Does that sound reasonable?
2. Toggles: How would I best offer an option in the settings menu that can be turned on or off? Specifically, the voice assist mode can be turned on and off. Currently, I was thinking off making the Voice Assist option in the settings menu simply toggle the state. This means if it is double tapped while voice assist is on, it would be turned off. And if it was off, it would be turned on.
3. Pause Menu: I wonder how best to open the pause menu from inside a level. For seeing players, I can put a button in the corner of the screen, but this obviously wouldn't work for blind players. My idea is that simply tapping the screen and holding it for two seconds could open the Pause menu. Does that sound like a good option, or is it too easy too forget? I mean, if someone didn't play the game for a while, would they remember? Or is this kind of mute anyway, because most people just use the Home button to pause a game?
4. Advertisement: This game is ad based, which means between levels, there is a chance of an ad being shown. But with ads, I have no control over placement of any close buttons etc. My question is - is that a complete show stopper for blind players? I obviously don't want anybody to get stuck in an add screen and unable to continue. I also don't expect anyone to buy the ad free version without having played at least a handful of levels. How do you handle ads in other games?
5. Headphones: Is it safe to assume that most blind players use headphones? And if so, are you using headphones for both ears? In the game, it's important to deal with characters coming from left, right or front, and I thought the simplest way to translate that for blind players without graphics is to simply have the audio come from the left, right or center. But that would completely backfire if most players didn't use headphones or only put in one of the earbuds. Any input, or ideas how to solve this differently?
Those are my most pressing questions at the moment. Any help and ideas are greatly appreciated.
Also, a big thank you to anyone taking the time to read all of this!