I downloaded and installed the demo, but cannot play the game--even
when I am told that accessibility is enabled. I am a JAWS user, but I
got nothing, and decided to see if Narrator would play nicely with it:
same result. Anyone else have luck with the demo? I want to play
it--and maybe, to contribute to the Kickstarter--but if the
accessibility isn't going to work correctly out of the box, then this
is a hard pass for me.


- Justin

On 7/1/20, Robert Kingett <[email protected]> wrote:
> Links are below.
>
> A multi-platform fantasy card game. Command entire biomes and their
> denizens, play to expand your collection! 1st blind accessible CCG!
>
> [KickStarter page, where you can also download a
> demo.](https://www.kickstarter.com/projects/otterinsanitystudios/cards-of-yore)
>
> [Direct download
> link](https://drive.google.com/uc?export=download&id=1jtq-SpyT8OGdt33t_PEoBVM0vUNCiJmK)
>
> [Alternative demo link.](https://tinyurl.com/CoY-Installer)
>
> # About.
>
>  [Cards of
> Yore](https://www.kickstarter.com/projects/otterinsanitystudios/cards-of-yore)
> is a digital card game set in the indepth high fantasy Universe of ”The
> Realm”. Players battle against each other using a variety of cards. Players
> can build their own decks based around their prefered biome. Choosing fauna,
> flora, characters and constructs which complement their biome and strategy.
> Play to win and gain tokens to unlock more cards to further customise your
> experience, join a guild or make one of your own, team up with other
> players, or play competitively in tournaments... even host your own
> tournaments! Trade cards or recycle them to fill in the gaps in your
> collection, all with in game currency from playing.
>
>
>
> # What makes this project special?
>
> It has been designed for all major platforms individually to make best use
> of the features of each, keeping gameplay and controls intuitive and
> comfortable and never feeling like a cheap port. The cross platform support
> and our commitment to the accessibility of the title would also see it
> becoming the first of its kind, and a milestone in opening up gaming to
> everyone, and perhaps the part which strays most from typical examples of
> the genre, is the span of cooperative and semi-cooperative elements like
> guilds, seasons, quests and team vs team styled matches. The game also
> features a host of custom ’arcade’ modes of our own devising
>
>
> # So... what hurdles still face us?
>
>
> Inara card art
>
>
> # Our commitment to accessibility.
>
>
> Our continued efforts to ensure ease of use with screen readers, and for the
> game to support languages across the world, have already proven fruitful and
> effective... but we can do better. This funding would allow us to do
> rigorous testing and properly develop these features to assure a high
> quality experience for accessibility users, as well as accurate and natural
> feeling translations.
> Hunting Camp Card
>
>
> Art is expensive, and important.
>
>
> One of the not at all insignificant hurdles we still face is the artwork.
> Being a card game we require an extensive amount of art and simply do not
> have the finances to cover the cost of it in a timely fashion. This
> represents the larger portion of our funding needs. With a successful
> campaign we can invest in high quality art to help improve all round player
> experience, future proof the game with art that’s ready for 4K resolution,
> and allow for more content on release. We want Cards of Yore to have a style
> as unique and as distinctive as the project. We want our 3D game boards to
> be beautiful mini worlds, and each card to be every bit as recognisable and
> wonderful visually as the creatures, plants, chracters, and buildings they
> display. A coherent and beautiful harmony of 2D and 3D will help players
> immerse themselves in the world of the cards and make the depth and wonder
> of the fictional universe tangible for them.
> A forest Biome Creature Card
>
>
> # Cross platforming
>
>
> Part of our inclusivity goals is the cross platforming, developing the game
> specifically for each platform to make intuitive use of its functionality
> and feature set. This is an essential step in making the game equally
> accessible for all, allowing us to reach them on the platforms they own or
> which they most enjoy. It also allows PC and console players to get the app
> on their phone and take their gaming on the go with them! We will need to
> secure development kits for these platforms, and will have challenges to
> overcome in maintaining our goals for quality and optimisation, this will
> mean additional development costs associated. The better our kitout is, the
> faster and smoother development can be pushed.
> Being able to secure development kits for different consoles and VR systems,
> and the consoles and VR systems themselves for testing, premium screen
> reader softwares, better PC’s, and better servers will allow us to develop a
> better game all round. We want Cards of Yore  to become an extremely
> available and accessible title, to do this we need the technology to
> reliably put the game at the fingertips of as many people as possible.
>
>
> Yan Berry card art
>
>
> # Finishing up and shipping out!
>
>
> Already at the point where all of the core gameplay mechanics are built and
> functioning, the placeholder art is in place, and the design is complete, we
> have taken to Kickstarter. We have reached the point where going forward
> will be a very slow and challenging task on our present budget. Effectively
> we need these funds to get a proper place to work together and to bring in
> more people to tidy things up, get it to the quality we want, and release
> it. We aim to hit full release in Q1 of 2021 at the latest (before the end
> of march)
> Risks and challenges
>
>
> There is always a risk of unexpected issues which may delay the release date
> of an in development project, to help combat this we have waited as long as
> possible before setting up our Kickstarter, allowing us to do most of the
> work beforehand, minimising and clearly outlining the finishing budget. We
> will hopefully be proceeding with the budget needed to sustain a capable and
> dedicated team. To help further limit this we will have a steadily growing
> number of testers to find and address any issues that present themselves,
> this ethos will be continued throughout our advanced access and early access
> staggered launches.
> Unexpected costs is another risk with projections, we believe we have
> managed to plot our costs to allow for small amounts of over run. To help
> increase this safety buffer without increasing our crowdfunding goal the
> decision was made to focus on the minimum requirements for a PC release
> first, so that we can have the option of proceeding with the PC advanced
> access opening up pre-orders alongside the Early Access. This late stage
> influx of funds could go a long way to keeping everything on track.
>
> 
>
>


-- 
Justin M. Jones, M.A.
[email protected]
(254) 624-9155
701 Ewing St. #509-C, Ft. Wayne IN, 46802

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