Othello/Reversi would be nice... Though, would these be running from the console/a terminal emulator, or would these be running as GUIs? Also, is your goal to make versions that work with screen readers or versions that are self-voicing? There's already an accessible, terminal version of 2048, but it is far from optimized for blind play: 1. There's no easy way to tell where the gaps in a partially filled row are. 2. There's several blank lines between each row of the board, so reviewing the board is slowed by having to constantly scroll through those blank lines. 3. The game uses the arrow keys to make moves, and my console screen reader uses caps lock plus arrow keys for screen review... this made it easy to make the wrong move while trying to review the board, Also, my left pinkie was usually quite sore by the end of a play session due to all of the holding caps lock. 4. As the tiles get bigger, the number of syllables in each number gets higher(2, 4, and 8 are one syllable each, 16 is two syllables, 32 and 64 are 3 syllables, 128, 256, 1024, 2048 are all seven syllables, 512 is a bit of a relief, but it's still 5 syllables). The nature of the game means it takes roughly twice as long to forge each tile as its predecessor, but since a row like, 2 4 8 8 is four syllables while 128 256 512 1024 is 26 syllables, the game slows down significantly as the board fills with high value tiles. A console version with the option to remove the white space used to make the board look nice, that uses the word "blank" for empty spaces, and uses the letters of the English alphabet(except for W, they're all monosyllabic) instead of powers of two for tile labels would improve accessibility and make playing the game with a screen reader much faster... I actually tried making a variant I called Z! backwhen I first heard of 2048, though some of the logic proved trickier than my programming skills at the time could muster and I didn't know how to make keypresses execute commands directly instead of via the cin command in C++. Though, an audio version that had keyboard controls like: asdf: read rows from top-to-bottom qwer: read columns from left-to-right. arrow keys: shift board in that direction. with the option to us jkli instead of arrow keys or to have a reverse hand setup where wasd is used to move, jkl; is used to review by rows, and uiop is used to review by columns. would be awesome coupled with using blank and alphabetic tile labels... and a game pad mode where(assuming a layout similar to the one popularized by Playstation controllers) the d-pad, face action buttons, and shoulder versions can be set to any of movement, row review, and column review. And now I find myself wonderingwhat other games played on a 4*4 board could make use of such a control scheme... and combining the left and right hand keyboard review I out lined to handle 8*8 boards (left hand reviewing the top and left halves of the board, right the bottom and right halves.... Naturally, that's assuming a qwerty layout and you'd want it to use what ever keys make up the home row and the row above on other layouts... scaling to other board sizes would be an issue, and it eats up a lot of the keyboard, but considering how many games default to an 8*8 board and how many moves could be coded as a pair of x, y coordinates, it feels like an elegant solution for many games. _______________________________________________ Blinux-list mailing list Blinux-list@xxxxxxxxxx https://listman.redhat.com/mailman/listinfo/blinux-list