This is a great reference: Includification in Game Development. I am making a checklist where changes would be appropriate for Awareon without compromising gameplay. The mobility section is especially important to me.
I have a relatively minor disability (it doesn’t feel minor to me, but I can imagine) on my right hand that makes many game configurations painful or impossible for me to use. I can attest that reconfigurability, especially on the PC, makes all the difference in the world for me.
On of my co-conspirators on the Awareon project, Nin has been recovering from a brain tumor, which affects him on multiple levels.
Although I use Mouse + Keyboard myself, we will be implementing re-mappable buttons on controllers. Mouse sensitivity is an eye-opener from reading the Includification site, so I’ll look into that. I am also seriously considering game clock settings as per Speed Settings. That should make drop-in multiplayer interesting.
The hearing section we already have covered within our planned UI. For the vision section I will try to get as much as possible.
The cognitive section is the most difficult to conform to, because it affects gameplay. By design, Awareon will not have system-wide difficulty settings. We will have areas that are easier than others, but some places in the game will be quite challenging regardless. Enemy marking is also a problem, in a game of determining what’s hiding in the shadows. I will do the best I can however, to include as many people as possible within our gameplay.