For any aspect of the game that relies on color distinctions, namely the red and green colors used for passing or vetoing bills, we have added additional symbolic distinctions to ensure that color is not the only determining factor for specific visual elements, ensuring that even players with certain visual limitations are able to play the game. For example, the red and green stamp pads for passing/vetoing bills also have an additional checkmark symbol or X symbol on them to make them visually distinct from one another via methods not only relying on color.
Our game can be played with just pressing the arrow keys and the trackpad, or using the mouse, which all can be done with one hand.
Our game is suitable for people with hearing impairments since it can be played without any audio. All of the audio elements currently implemented do not serve to indicate any on-screen events that cannot be seen visually, rather they serve more as auditory polish to add onto pre-existing functional systems.
For each major segment of gameplay, there is a 2-minute timer during which the player can play the game for a short burst of time, and when that 2 minutes runs out, they are taken to a menu to review what they completed during that gameplay segment and rest for any period of time before they chose to continue onwards.
We have created an asset string table using Unity's localization settings to support the game text in both English and simplified Chinese. For visual assets using text, we have also created multiple versions of each art asset in both English and Chinese which are each implemented within the game. Each of the language settings will be set up as a different build available for download.
We have committed to delivering a Unity offline game for desktop platforms with a Windows/Mac build. The total download size of each compressed build is under 100Mib, around 30Mib each. Optionally, the WebGL build of the game can be played via a desktop browser at our associated GitHub pages or itch.io link without the need for any additional downloads.
Responsible for leading the team towards achieving a scalable goal which includes the game deliverable, using taskflow tools such as Trello to keep track of tasks in order to reach the broader goal. Facilitates communication and discussion while resolving internal disputes.
Responsible for coming up with new and intrinsic design choices that will lead to a better gameplay experience. Documents the shared vision for game for everyone on the team to realize the vision clearly. Consults with tools and engine lead for ensuring design can be integrated into builds and engines.
Responsible for taking charge of the game's engine or platform to build the game and to ensure everyone has enough support to use the engine's capabilities. Finds solutions to problems that occur in the engine and troubleshoots and debugs as needed.
Responsible for deciding on the main version of engine the team will use, any extensions to support scripting/deployment tasks such as collaborative development or automatic pushing, providing documentation on tool usage, and ensuring all members are following one style guide for written code.
Responsible for conducting and facilitating playtests with peers to gather feedback and make necessary changes to game in order to reach better quality demos or final release. Actively researching ways to make the game more testable such as cheat keys or alternative launching mechanisms.