Although; making a game can take some time, and craftsmanship. Within this topic; I’ll show you how I’ve accomplished making a game for the blind, along with some potential problems what you may encounter.
Making a game for the blind uses audio, and speech synthesizers, along with panning of audio for left and right speakers. Depending on a complexity of a game, it can have other features like, volume-based distant objects, or ambient sound systems that are real time.
Although; not all games for the blind are made equally!
Wondering how I’ve made a game for the blind? Here’s what I’ve did:
Planned it out:
I’ve planned out how my game is going to work.
Ask Gemini to make a game what I’ve planned out, and refined it.
If arbitrary implementations are not needed, I used the “Thumbs Down” to let Gemini know; this is incorrect, and ask it to correct this mistake.
If I write instructions, I always ask it to keep craftsmanship prioritized, and keep my crafted works unaltered.
If my project is kind of off, I can use checkpoints to rewind my project back to its stable state. Having your game buggy can lead to serious glitches.
You can always fill out the system instructions to ensure your AI assistant can do its job properly.
I’ve always test out my game and check for possible signs of clipping, and other bugs. This is very important when I work with my project. Testing things out is key to ensure this project is working like it should.
Refining takes some time, and effort. I take a step at a time, and use my critical thinking to ensure my game takes shape slowly.
I do have a visual system implement into my game to enable visual players to play this game too! Using “audio-first” approach is my way of making this game. However; I treat graphics as art, not as a burden.
When I make a game, I treat ALL computer parts as tools, not as burden. This is key to make a game, and test it out on various platforms.
I’m always very careful NOT to have my API keys embedded into my source code. Instead; I always ensure my game relies on client side technologies and web speech APIs to ensure my game doesn’t use any external dependencies.
Common problems when using AI Studio is internal errors when using the Chrome browser, timing out during long tasks, overuse of free quotas, or not doing its job correctly.
If you didn’t ask AI Studio to pause, and ask a creator for verification; unecessary arbitrary implementations to your game may occur.
Always use “Thumbs Up” button when AI Studio did its correct job.
If any of these responses via chat has typos, or assumptions, use “Thumbs Down” button, and let AI Studio know about these typos and assumptions what you’ve encountered. This is important to address these errors and mistakes.
To prevent AI Studio from omitting your established works; ask it to preserve your work, or you can add the following to your prompt:
“Don’t edit the rest of this game.”
“Don’t alter the established projects what I’ve currently have.”
“Don’t Remove existing Logic.”
“Don’t alter the landing page.”
Asking AI Studio not to comprommise your works is very important, otherwise; your works will be lost. However; you can use checkpoints to get your work back.
You can also ask AI Studio not to code edits to your game yet. This is important to ensure things are planned out. Always catch information that is incorrect, and correct as soon as possible.
Don’t overuse AI Studio in just one day; spread it out with a plan.
Always know when to stop with a stopping point of your project.
Don’t be too dependent on AI Studio too much, always use AI Studio with a meaningful amount of time.
If necessary, perform manual updates to your code (only if you are certain).
If I ran out of free quotas; I wait for the next day, and conserve use of my free quotas. Conserving use of free quotas is very important because, that enables other users to use AI Studio too!
I always treat AI Studio as an essential tool, not as a burden.
AI Studio users can always get help with this product by using their search engine to get more information, and other tips.
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