Case study
RimWorld Access
Feature work on the accessibility mod for RimWorld: keyboard navigation and spoken announcements for parts of the game that didn't have them yet.
Problem
RimWorld Access lays keyboard navigation and spoken announcements over the game's own interface. RimWorld is enormous and keeps growing, DLCs, updates, whole subsystems, so there's always a menu that works and one next to it that a screen reader falls straight through. Closing those gaps is the work.
Approach
I write the C#, and I use the mod the way its players do, so I can tell in the same afternoon whether a change reads right. The pieces I've added: unexplored areas surfaced in the environmental scanner so you can tell fog from open ground, keyboard navigation and typeahead search for the Anomaly Entity Codex, dialog navigation for the dryad castes, and a fix to keep the screen reader layer working across a breaking change in its output library's API. Each one goes in the way I'd want to use it, then I run through it myself before calling it done.
Outcome
It's all merged upstream, into the mod that's on the Steam Workshop and documented at rimworldaccess.com, maintained by a small group I'm one contributor in. The features land already checked against how they actually get used.
Built with
- C#
- Harmony
- Prism
Links