Anuken/Mindustry

Colorblind Support

ZacBytes asked for this feature 11 months ago — 7 comments

ZacBytes commented 11 months ago

Add colorblind support, fortnite has it. Mindustry had a lot of colored sprites and items so it might be quite hard for colorblind people to play

Quezler commented 11 months ago

As a non colorblind person its hard to guess what others may or may not see correctly, perhaps one of the colorblind lurkers could make themselves known so they can be the ginney pig?

| yfdyh000 commented 11 months ago

[UI] More labels on items https://feathub.com/Anuken/Mindustry/+337 Even a non-colorblind, recognize these items through icon's shape and color is very troublesome too.

| NarendraAIM commented 11 months ago

I have a mild deutronomaly so it would be very helpful. A lot of the buildings appear similar because they have a slightly different texture than one another and having to memorize it. Tbh, I don't play much Mindustry anymore because of the hassle of figuring it out by clicking it myself

bvcbvc commented 11 months ago

there is actually features on the android that filters color to what is is for a group of color blind people, its in a normally hiddne setiings menu named developer options, it can be unhidden by going to about, and finding the build number, then tap that a bunch, then naviagte until you find simulate color space, select that and ther you go

Nepoxx commented 11 months ago

I'm colourblind and I did not have issues with this game. That being said, the best way for non-colourblind devs to test this is to play in black and white.

| Torrenal commented 9 months ago

Colorblind here - Nepoxx has it exactly correct, but I'll elaborate some for your benefit. Colorblindness comes in several different flavors, so there is no way to pick colors that will satisfy all colorblind individuals. I've met people who have almost no color vision, and people who can't tell red from green, and others who can't tell blue from green. You simply cannot find one color scheme that will satisfy everyone - but therein lies the falacy. Using color to mark different things, where differences in color may selectively go unnoticed.

A solution exists (as Nepoxx stated...) As far as I'm aware, colorblind people are still universally able to tell dark from bright -if we fail at that simple task, the term used is "blind". One must take care in converting color to greyscale. Not all colors are equal when it comes to brightness. Do not take a simple average of Red + Green + Blue to arrive at your brighness value. Overall Brightness = ( (0.3 * Red) + (0.59 * Green) + (0.11 * Blue) ) If memory serves, GIMP probably has more than one greyscale conversion built in, one of them matching the percieved brightness - you should be able to throw screenshots past it for review.

See also: https://www.tutorialspoint.com/dip/grayscale_to_rgb_conversion.htm This page converts the same image to greyscale twice. Once getting it very very wrong (because it's green, so the first conversion is badly affected by how important green actually is to the brightness).

Keep in mind that colorblind people may not know the color of X or Y "Is that brown? Or more of a muddy red?" Naming colors isn't what's important.
What you need is to be sure that people can tell that two things are either the same or different, and we can still tell dark grey from light grey, or dark "foo" from light "could-be-baaz", even if we arn't sure what colors foo and baaz are. "Meh, red, brown. The dark stuff shoots at me, and that's bright, so it's probably not going to kill me."

Suggested go-path (alternate paths exist...) The android feature bvcbvc mentions may be invaluable, but I'd only consider it for actual palette development if it can correctly reduce you to greyscale. If not, create a greyscale version of the game. If the game is playable in greyscale - win. If not, adjust the greys to suit. Once you have a fit, map adjusted colors back to colors that share the same brightnes and call it done. Bonus credit if the result is usable by all people.

FWIW - the mech pads are horribad - I can't tell them apart except by either carefully comparing them to the build chart, or by selecting them. On a tablet, selecting == using. "Nuu, I didn't want an Alpha, where is that trident pad?"

Lack of distinct brightness and pattern differences in those mech pads factors into my difficulty in distinguishing them here. Sure, some of them have different patterns, but the patterns are not unique, merely reused in one or two other pads with (to me) slightly different colors. You could remedy that by either changing the patterns, or making the "paint" on one pad brighter than the standard pad colors, and on another pad use a paint darker than the standard pad colors.

Frankly, mech pads are the only point I'd directly request be "visually corrected", whether that's here or in a separate feature request, I see it as something that needs adjusting. Even the Omega/Glaive are a problem for me -> I actually have to look for the corners. Just a splash of brigher or darker areas on one, and different splash in different spots on the other would do wonders to speed recognition/identification.

For my part, I don't often have problems with my colorblindness, (I can still tell my cyan from my magenta. Can you?) so I'm probably not a good resource for actual testing of the color palettes.

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