Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Accessibility Improvements (Colour & Contrast Balance) #198

Open
StarWitch opened this issue Mar 8, 2020 · 3 comments
Open

Accessibility Improvements (Colour & Contrast Balance) #198

StarWitch opened this issue Mar 8, 2020 · 3 comments

Comments

@StarWitch
Copy link
Member

I had someone who had never played Taisei before take a crack at the game. One the major issues they came across was colour and contrast balance.

The game-wide issues were:

  1. Player shots (Marisa's lasers, Reimu's ofuda, even Youmu's standard shots) were too bright and visually "noisy." I've done some experiments reducing the opacity by 60% and I have to say it does make things a lot more readable.
  2. Shades of red and blue between Powerups and Points are too similar to red/blue danmaku, and actually look like some of the enemy "tag" danmaku that comes up. They're just not visually distinct enough. (More transparency on these, too?)
  3. Backgrounds aren't balanced against bullets either. Some stages are blindingly bright (Stage 1 and 3 come to mind) but it also comes into play when boss spellcards enable. Elly's final spellcard is difficult to read at the best of times because the formulas on the background behind her are the same brightness as the danmaku flying at you.
  4. Bullets could stand to be more vivid and with stronger borders. Some examples: the ice crystals in Stage 1 tend to blend in with the water, Iku's violet "thunder laser" in Stage 5 needs to stand out more, and some of the orbs in Stage 6 feel "fuzzier" than they ought to be.

So, the plan ought to be:

  1. Increase player shot transparency
  2. Increase powerup/point transparency
  3. Darken backgrounds and/or "tint" them so they're visually distinct from the danmaku in each stage
  4. Make danmaku more distinct and vivid
@HybridDog
Copy link

HybridDog commented Apr 10, 2020

Maybe it is possible to make the collectibles unsharp and less saturated when they are near the enemy projectiles. I sometimes find it difficult to distinguish between both.

Anyways, here are two screenshots:
fot_2020-04-10-20:55:35_744430367
Here the background is bright pink; I'm not sure if it is only temporary:
fot_2020-04-10-21:04:17_892039858

@Akaricchi
Copy link
Member

The stage 3 backgound is indeed getting replaced to fit the new story better (as well as to solve the brightness problem)

@StarWitch
Copy link
Member Author

Yeah, the lack of visual distinction between Point/Power pickups and bullets is definitely an issue that came up with my playtesters.

@StarWitch StarWitch changed the title Colour & Contrast Balance Accessibility Improvements (Colour & Contrast Balance) Apr 26, 2020
@StarWitch StarWitch added this to the v1.4 milestone May 14, 2020
@StarWitch StarWitch removed this from the v1.4 milestone Jul 1, 2023
@StarWitch StarWitch self-assigned this Jul 1, 2023
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

No branches or pull requests

3 participants