Hello,
I have been asked by a group of developers to come up with a list of conventions we have in audio games. This list will help both sighted developers create applications for blind users and create a "what is normally done in audio games" document for Audio Games. It was asked for when my first thought to solve a problem was using special audio. Apparently that is not something most developers jump to when trying to create auditory based applications. This list will help bring to light assumptions Audio Gamers have when presented with an application. It is not an audio games developer guide, but it is a list of thoughts that go through a player's mind when they open an audio game for the first time.
Please make comments on the items I have here and suggest items I should add.
General Conventions
Arrow keys and enter are used to move through menus
Menu items have instant letter shortcuts or first letter navigation
Audio Games are played using headphones
Preference is given to the user's screen reader rather than self voicing
If self voicing, the voice needs to be customizable. this includes speed of the voice or tone, changing the amount of information spoken, and ability to stop the voice speaking the current sentence or text block and move on to the next
All menus and text are read by either a mechanical voice, the user’s screen reader or a human
Escape exits out of screens and menus
Capslock is a key that should not be repurposed
Characters make the sound of footsteps when they walk
Footsteps change or a warning sounds when one is about to hit a wall
There is a sound for hitting a wall or item
Hitting walls and items is normal and is how one gets to know the space
Music has a volume feature and an off feature or button
Soundscape Is designed to reduce confusion
Objects provide audio queues
The audio position of an enemy or game objects is clearly indicated
Ambient sounds like water, echoes and landmarks like fountains provide the landscape and can be reference points for the player
Key Commands
Key commands are rebindable
Space fires a weapon, makes the character jump or does something important
Enter skips intros or long cut scenes
Ctrl shuts up the screen reader or voice
The number row is used to change items in one’s inventory
3D Games:
Holding down the left mouse button while moving the mouse is how one moves. Movement could also be up arrow for forward and left and right arrow to turn
Movement could also be wasd where w is forward and s is back
2D Games:
Left and right arrow keys move forward and back
Up arrow jumps
Down arrow ducks
H is health
Space fires a weapon or does a significant action
i opens the inventory
3D Games
3D games are games that have the player move around a space and hear items and creatures in 360 degrees around the head
Footsteps change sound as the ground changes
Characters all have footsteps and make sounds
One needs to center monsters in headphones and shoot them
Sounds from behind are muffled or lower in volume or pitch
There is an unobtrusive radar that can be turned on and off that beeps and changes sound based on what it detects, like a cane
There is a command that gives an overview of what is around (The store is far to the north and the training yard is right here to the east)
There is a key command to hear what cardinal direction you are facing
There is a coordinate system that can be used to navigate
2D Games
2D games are games that are played on a left, right, up down plane. They only use panning and not the muffling for behind sounds.
NPCs move by panning left and right
Levels start by going right
Obstacles are either something that move left and right or are stationary
An obstacle that falls has a long sound with a thud or bang at the end and repeats
Things that fall from the sky start higher in pitch and get lower as they fall
Strategy Games
Strategy games have a map grid that is navigated using the arrow keys and each square has options that can be accessed using different key commands such as enter.
time often can be paused or sped up
different actions have shortcut keys
each square has a title that tells what the terrain is and what objects are on that square