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Nexus Clash :: View topic - Dev Blog: Accessibility
Joined: Jan 19, 2010 Posts: 2278 Location: Charlotte's Bakery University
Posted: Sat Oct 26, 2019 9:27 pm Post subject: Dev Blog: Accessibility
We've recently had a number of new players join us from a community of visually impaired gamers (if that's you, welcome!) who shared feedback on the experience of playing Nexus Clash with an audible interface. In game design as in the design of the physical world, it's very often true that what's good for disabled accessibility is good for everyone, and this has provided some valuable insight into what works and what doesn't in the Nexus interface.
Interface quality-of-life is always a topic of interest to the dev team, as is accessibility to players who have limited means to access the site smoothly for any number of reasons. None of us are really interface design experts and the site looks a bit backwards (though there's some promising stuff going on behind the scenes toward improving that), so we're always interested in finding the ease-of-use changes that we can do. The dev team tends to make updates in large irregular patches instead of little changes here and there, so this thread is about documenting issues on our radar and looking for advice and feedback on improvements related to this topic.
Accessibility topics that the dev team are aware of (and thinks we can do something about) are listed below. To keep this post short and simple, they'll be explained in subsequent posts:
* The game should have more keyboard shortcuts.
* Move buttons should show map directions.
* Pets should give more indication as to who their master is.
* There should be more ways (besides name color and going to their profile) to tell if a character is an ally or enemy.
* The game should tell you when you enter or leave water or other hazards.
Joined: Jan 19, 2010 Posts: 2278 Location: Charlotte's Bakery University
Posted: Sat Oct 26, 2019 9:37 pm Post subject:
Concern: The game should have more keyboard shortcuts.
Why that's a concern: This impacts everyone; because Nexus refreshes with every action, it's often necessary - and tedious - to navigate to the same place on the page over and over again to do some repetitive action. It'd be much easier for every player if more actions could get hotkeys.
Also it would be helpful if there was a hotkey to refresh the page; most browsers do this, but for most browsers that means repeating the previous action.
What we can do about it: Adding more hotkeys to Nexus game actions is usually pretty easy, and we've already started coding in more hotkeys. The only limiting factor is that some hotkeys may perform some other function in many browsers and so cannot be used. For instance, as handy as it would be to set Alt-D to bash a Door, in Chrome this button jumps to the URL.
It would be very nice to allow numpad numbers to work as movement buttons, but Alt+Numpad triggers ASCII characters for Windows users, which is probably most people. If there's an easy way around that we'd love to hear it.
Joined: Jan 19, 2010 Posts: 2278 Location: Charlotte's Bakery University
Posted: Sat Oct 26, 2019 9:39 pm Post subject:
Concern: Move buttons should show map directions.
Why that's a concern: This one pretty much only impacts visually impaired users; if the move buttons all say Move, it's not clear which direction you're going in.
What we can do about it: In a recent update we changed the buttons to show compass point directions. The buttons are still the same visual width, so it's no change for sighted users but helpful to anyone with an audio interface. The only thing we missed was the copy of move button code for moving inside large buildings; this will be easy enough to add. (Edit: A pending patch change is in that makes this apply to large building interiors.)
Last edited by Kandarin on Mon Oct 28, 2019 8:37 pm; edited 1 time in total
Joined: Jan 19, 2010 Posts: 2278 Location: Charlotte's Bakery University
Posted: Sat Oct 26, 2019 9:42 pm Post subject:
Concern: Pets should show who their master is.
Why that's a concern: This issue impacts both visually impaired users and mobile users, the latter of which is most of us. Desktop users can tell whose pets are whose with hover text, but most mobile users can't tell that. Your character knows whose pets are whose, but in a raid you may not know that until you hit the petmaster and get killed. Who owns what pet should be readable in more than just a hover text that most players can't get to.
What we can do about it: Probably the simplest way to do this would be to add the name of the master to the end of the pet targeting dropdown. This would cut down on friendly fire as well.
Joined: Jan 19, 2010 Posts: 2278 Location: Charlotte's Bakery University
Posted: Sat Oct 26, 2019 9:45 pm Post subject:
Concern: There should be more ways to distinguish allies/enemies.
Why that's a concern: This is a longstanding issue for colorblind use - friendly is green and hostile is red. Likewise, neutral is grey and hostile is black and in some lighting it's not always clear which one you have.
What we can do about it: The game should say whether someone is an ally or enemy somewhere besides that color. As to how to do that, we'd be interested in suggestions.
Joined: Jan 19, 2010 Posts: 2278 Location: Charlotte's Bakery University
Posted: Sat Oct 26, 2019 9:48 pm Post subject:
Concern: The game should tell you when you enter or leave water or other hazards.
Why that's a concern: It's noticeable now because we're observing visually impaired players entering water and having their characters drown, because the only indication is a little status effect somewhere on the screen. This has highlighted that for everyone, it's easy to only notice when you're in a hazardous terrain that slows you down once it's already taken a bunch of Action Points.
What we can do about it: At the very least, when you start Swimming you should get a message that tells you about it.
Adding more hotkeys to Nexus game actions is usually pretty easy, and we've already started coding in more hotkeys. The only limiting factor is that some hotkeys may perform some other function in many browsers and so cannot be used. For instance, as handy as it would be to set Alt-D to bash a Door, in Chrome this button jumps to the URL.
It would be very nice to allow numpad numbers to work as movement buttons, but Alt+Numpad triggers ASCII characters for Windows users, which is probably most people. If there's an easy way around that we'd love to hear it.
I think the only solution for that problem is to make keyboard shortcuts customizable. That way if someone encounters a shortcut conflict between the game and their browser, browser extensions or operating system, they can always set the shortcut to something else that is not used.
Of course that is also the solution that seems to require the most work - devs would need to add a completely new game page for settings panel (or expand Account page, but that one may be hard-coded in PHP-Nuke framework and thus not easy to modify) and to somehow pass those settings to JavaScript code that actually detects and executes keyboard shortcuts.
There is also the problem that ideally the settings should be customized differently for each computer and browser... so they should probably be stored directly in browser (for example in permanent cookies) instead of game's database.
Concern: There should be more ways to distinguish allies/enemies.
Why that's a concern: This is a longstanding issue for colorblind use - friendly is green and hostile is red. Likewise, neutral is grey and hostile is black and in some lighting it's not always clear which one you have.
What we can do about it: The game should say whether someone is an ally or enemy somewhere besides that color. As to how to do that, we'd be interested in suggestions.
I think the easiest option would be to split current list of characters into several separate lists, one for each type of relationship.
Right now the line reads: There are N other people here, Person X, Person Y, Person Z, ...
After the change it would be something like this:
There are N1 friendly people here, Person A, Person B, Person C, ...
There are N2 neutral people here, Person D, Person E, Person F, ...
There are N3 hostile people here, Person G, Person H, Person J, ...
and so on...
Concern: Pets should show who their master is.
Why that's a concern: This issue impacts both visually impaired users and mobile users, the latter of which is most of us. Desktop users can tell whose pets are whose with hover text, but most mobile users can't tell that. Your character knows whose pets are whose, but in a raid you may not know that until you hit the petmaster and get killed. Who owns what pet should be readable in more than just a hover text that most players can't get to.
What we can do about it: Probably the simplest way to do this would be to add the name of the master to the end of the pet targeting dropdown. This would cut down on friendly fire as well.
Similar to my suggestion for characters, list of pets could be split into multiple lists, one per character perhaps.
Right now the list looks like this:
There are N pets here, Pet X, Pet Y, Pet Z, ...
This could be changed into:
There are N friendly pets here. Person A's pets are: Pet A1, Pet A2, Pet A3, ... Person B's pets are: Pet B1, Pet B2, Pet B3.... etc
There are N neutral pets here. Person C's pets are: Pet C1, Pet C2, Pet C3, ... Person D's pets are: Pet D1, Pet D2, Pet D3.... etc
There are N hostile pets here. Person E's pets are: Pet E1, Pet E2, Pet E3, ... Person E's pets are: Pet E1, Pet E2, Pet E3.... etc
and so on...
Similar grouping can be done in action drop-down, the only problem is that HTML does not allow for more than one level of grouping, so group labels would have to be combinations of owner name and their friendliness status, for example:
- Pets of Person A (hostile)
--- Pet A1
--- Pet A2
-Pets of Person B (hostile)
--- Pet B1
--- Pet B2
- Pets of Person C (friendly)
--- Pet C1
--- Pet C2
Concern: The game should tell you when you enter or leave water or other hazards.
Why that's a concern: It's noticeable now because we're observing visually impaired players entering water and having their characters drown, because the only indication is a little status effect somewhere on the screen. This has highlighted that for everyone, it's easy to only notice when you're in a hazardous terrain that slows you down once it's already taken a bunch of Action Points.
What we can do about it: At the very least, when you start Swimming you should get a message that tells you about it.
I think the easiest solution would be to actually change appearance of the move buttons.
Add a question mark or an explanation mark to button label, to indicate that there is something dangerous on destination tile.
Perhaps also add a title attribute with full description of the danger, I don't know if screen readers support title attributes for buttons but it would at least work as visual tooltip for desktop players.
Another idea is to add back the word "move", to better indicate that it is a move button and not some other kind of action - but I am not sure if it would not stretch buttons too much.
Currently buttons look like this:
<input type="submit" class="Move" value=" N ">
After the changes it would be something like this:
<input type="submit" class="Move" value=" Move N? " title="Move north into lava?>
Update:
I just tested my idea by editing page source live in browser (using built-in browser tools) and I found two problems, one of which can be solved:
1) It turns out that adding title attribute on an input button overwrites its label... but this can be fixed by changing element type to button:
<button type="submit" class="Move" value=" N " title="Move north into lava?">Move_N?</button>
2) Adding the word "move" indeed stretches the button too much, probably because of button's big internal padding. I tried to fix that by adding "margin:0;padding:0" to element's CSS but surprisingly it did not help at all There must be some weird styling voodoo going on in page layout, because I have no idea where that white space comes from and how to remove it... I'll try hacking more later but I can't promise results
Update 2:
I played more and found two more things:
1) Extra space inside buttons actually comes from their (invisible) borders. Adding "border-width:1px" CSS style fixed that.
2) Map widget has its width declared to be 300 pixels while individual tiles have their widths declared to be 59 pixels. This seems to be the root cause of all map deformations, because 59px is actually not enough to fit all the contents of a tile. Removing the width turned out to break the layout, but when I increased the widths instead (to 420px for map and 69px for individual tiles) the map started looking normal again, even with adding the word "move" to button labels.
Last edited by Badziew on Sun Oct 27, 2019 11:35 am; edited 1 time in total
Joined: Jan 19, 2010 Posts: 239 Location: USA - CST
Posted: Sun Oct 27, 2019 10:16 am Post subject:
Kandarin wrote:
Concern: The game should have more keyboard shortcuts.
Why that's a concern: This impacts everyone; because Nexus refreshes with every action, it's often necessary - and tedious - to navigate to the same place on the page over and over again to do some repetitive action. It'd be much easier for every player if more actions could get hotkeys.
Also it would be helpful if there was a hotkey to refresh the page; most browsers do this, but for most browsers that means repeating the previous action.
What we can do about it: Adding more hotkeys to Nexus game actions is usually pretty easy, and we've already started coding in more hotkeys. The only limiting factor is that some hotkeys may perform some other function in many browsers and so cannot be used. For instance, as handy as it would be to set Alt-D to bash a Door, in Chrome this button jumps to the URL.
It would be very nice to allow numpad numbers to work as movement buttons, but Alt+Numpad triggers ASCII characters for Windows users, which is probably most people. If there's an easy way around that we'd love to hear it.
I don't know how inappropriate it is to use in this case, but one can accomplish some very nice key press features with a little javascript. The page already uses limited javascript anyways but adding in something like (but not exactly this) might do the trick as far as preventing default behaviors:
Code:
document.onkeydown = getKeyPress;
function getKeyPress(e) {
if (e.key == 'alt') e.preventDefault();
if (e.key == 'Control') e.preventDefault();
if (e.key == 's') e.preventDefault();
}
Most certainly a more experienced Javascript developer might have some input as to if this is acceptable or dangerous for various reasons.
I also found a handy authoring practices document about WAI-ARIA (Accessible Rich Internet Applications) Lot's of good information in there but I have only skimmed it myself at best. _________________ "Hey, don't talk about bacon." - Frank Lapidus
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