Accessibility
W4 should be playable by as many people as possible. Some protections are part of the design already; the rest are settings still to be built. Planned items are marked.
Already part of the design
- Never colour alone. Ally, enemy, ready and full are words, icons or shapes as well as colours, so red-green colour blindness does not hide a state.
- Contrast is measured. Body text reaches 4.5:1 and meaningful icons and borders 3:1.
- Readable sizes. Nothing is smaller than 16 design pixels, reading text is 20, and the numbers you watch in play (gold, timers, chat) are larger.
- Big targets. Click targets are at least 44 pixels high with a gap between neighbours.
- Tooltips for anything iconic or disabled, including why it is disabled.
- Keys for experts, buttons for everyone. Important actions work both ways, and the tooltip shows the key.
- A way back. Every page has Back, Esc closes, and risky actions confirm.
Planned settings
These are on the list and not yet in the game.
| Setting | What it will do |
|---|---|
| UI scale | Scales text and icons together, roughly 70 to 150 per cent. |
| Reduce motion | Replaces swells, slides and shakes with a short fade; keeps state changes; stops ambient loops and parallax. |
| High contrast | Stronger borders and more separation between layers and text. |
| Reduce transparency | Solid panels instead of glass over the scene. |
| Colour-blind aid | Extra shapes and patterns for team and status colours, with simulation checks for protanopia and deuteranopia. |
| Hotkey hints | Shows keys in tooltips and on buttons. |
| Keyboard focus ring | Visible focus and a sensible Tab order on every screen. |
| Readable body face | An optional face designed for easier reading. |
For map makers
Do not carry a message in colour alone. Name teams and say what happened in text. Keep timed messages on screen long enough to read, and test your map at a large UI scale once the setting arrives.