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.