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Iain // Unpopular Mechanics 11 Nov 19
Played a prototype of this over a year ago and have been hyped up ever since! This isn't Monopoly: But Better, it's the game you want Monopoly to be in your wildest dreams. Quick and aggressive property buying, market manipulation and schemes: Crash it down!
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Patrick @ TheCraftyPlayers 11 Nov 19
Replying to @UnMech
Are the red, blue and green player colours? How important is it to be able to tell the difference between them?
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James M Hewitt, perpetually covered in dog hair 11 Nov 19
Replying to @CraftyPlayers @UnMech
They're different building types, shared by all players. They all have unique sculpts / styles, it's not just the colour :) (I have nothing to do with the game but I played it a while ago!)
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James Naylor 11 Nov 19
James is absolutely right. They're shared by all and are sculpted differently. One of my design goals is that there should *never* be any information differentiated only by colour - to maximise accessibility. Except for one thing I know about, I *think* we've achieved it!
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James Naylor 11 Nov 19
Oh and for clarity - I think that should be readily fixable in production by using a pattern alongside a colour code - so very much on it!
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Iain // Unpopular Mechanics 11 Nov 19
This is exactly the kind of detail I love to hear about. Cheers for making this game more accessible :)
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Patrick @ TheCraftyPlayers
I agree with Iain! There's nothing worse than being interested in a game and then having it rule itself out with accessibility issues. Well, except it saves me money 😅
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James Naylor 11 Nov 19
You are both more than welcome! Exactly - it seems like a huge pity for people to miss out just because of something like that. Esp. as it is readily solvable with *no difference to aesthetics for anyone else* here. A total no brainer!
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