I happened to see a new open-source text-based interactive fiction engine on Reddit, in case anyone is interested! It seems ideal for anyone wanting to make Disco Elysium-style text-based games and looks very stylish as well as easy to learn! 👀
✧ Broken ribs suck. You don’t just “walk it off.” Breathing hurts. Laughing hurts. Existing hurts. Characters with rib injuries won’t be doing heroic sprints.
✧ Concussions aren’t instant naps. Dazed vision, nausea, dizziness, maybe even personality changes, but they’re not going to collapse neatly like in the movies.
✧ Blood loss is sneaky. It’s not just about dramatic pools of blood. It’s dizziness, confusion, and the body getting cold as circulation tanks.
✧ Adrenaline lies. Someone can take a serious injury and not feel it until the fight’s over. That “I didn’t realize I was bleeding until later” trope? Very real.
✧ Twisted ankles are brutal. One bad step and suddenly running is off the table. Even walking hurts like hell. Perfect way to ground a chase scene.
✧ Burns linger. Even small burns hurt more than most people expect. Blisters, infection risk, constant pain, it’s not just a cool scar later.
✧ Dislocated shoulders = useless arm. Characters can’t keep swinging a sword or firing a gun. They’re basically fighting one-armed until it’s fixed.
✧ Shock is a thing. Pale skin, trembling, rapid heartbeat, and eventually disorientation. A character might not even realize how bad their wound is.
✧ Stitches aren’t magic. Getting sewn up is painful and recovery takes time. They’re not instantly battle-ready after a needle and thread.
✧ Scars tell stories. Some fade, some don’t. Some stay sensitive forever. Don’t forget the aftermath when the wound becomes part of the character.
Inspired by this post by @midwinterhunt, here's a compilation of all the game dev resources I have come across, most of which I use fairly frequently. Most of these are free, some are paid but fairly cheap. Feel free to add your own resources. ✌️
Important reminder: When using basically any works or programs someone else created in your games, make sure you thoroughly understand the licenses and terms it has been shared with. If you don't know what the terms are, reach out to the resource and ask. Don't be lazy about this; it's not only dishonest but it can come back to bite you.
Engines
Unity - Best suited for mobile and multi-platform.
Unreal - Tailored for shooters and high-fidelity experiences.
PICO-8 - Virtual console for simple games
Godot - Open source and free!
GameMaker - Good for 2D games
Bitsy - Great little engine for making simple games and experiences
Construct - Never used but have heard nice things
Scratch - If you've never coded before, this is the best place to start. Great for young devs and those who want to get their feet wet.
Adventure Game Studio - Best suited for adventure games
RPG Maker - Best suited for top-down classic JRPG style games
Twine - Text-centric games like Interactive Fiction
Assets
OpenGameArt - Many assets, various licenses, and plenty of CC0 content.
Unity Store - For Unity only. Some free.
Unreal Store - For Unreal only. Some free.
Godot Asset Library
Jean Moreno's Toon Effects - Some of the best effects available on the Unity store. Unity only but I've used them in basically every project.
Steamworks.net C# Wrapper For Unity - Unity only C# wrapper for integrating Steam compatibility to your game
Itch.io - Plenty of free art assets and game dev resources
Kenney - Kenney makes tons of open-source assets for devs to use.
Art
Mixamo - Generates rigs for your humanoid models and lets you apply a library of free humanoid animations to them. Super helpful for prototyping. Adobe.
Blender - Free, open source and fully featured 3D program.
XNormal - Free offline normal map generator
Normal Map Online - Free online normal map generator
Crocotile - Cheap tool for building 3D models from sprite sheets
MagicaVoxel - Free voxel modelling tool
Piskel - Free online sprite drawing tool
Aesprite - Paid sprite drawing tool
TurboSquid - Not always great quality, but can be good source of free placeholders.
Textures.com - Limited texture downloads per day but free for personal use.
Pexels - Free stock photo resource. Most are free for commercial use. Check licenses.
Clipstudio - Good for illustration or graphic design. One time payment.
GIMP - Image editing program a-la Photoshop. Free.
Audio
Audacity - Free and fully-featured DAW/audio editor.
sfx.me - Free 8-bit synth-style sound effect generator for games.
CastingCallClub - Easy forum to find amateur voice talent for your project (p.s.: you should pay them).
FreeSound.org - Free sounds, searchable by license. A go-to for my audio needs.
Incompetech - Royalty-free music by Kevin McLeod.
Scott Buckley Music - Royalty free with conditions. Generally more on the cinematic side of things but very good stuff!
SoundCloud - 'Search -> By Track -> Filter: Use Commercially' leads to songs posted with allowance of commercial use. Always reach out to the artist to understand their terms and confirm that it's okay to use with your project.
Project Planning
Keymailer - Handy for mailing keys to influencers (don't expect a lot of traction unless you're paying for some of the features though).
Trello - Kanban board. Great for organizing tasks, managing bugs, etc. Free.
Notion - Private text and wiki page editor. Good for project organization, note taking, and fleshing out ideas. Free.
Obsidian - Alternative to Notion, with similar features.
Miro - Free whiteboard for organizing thoughts, images, brainstorming, etc.
Wave - Free Bookkeeping site. Great for keeping finances organized.
By the way, you can improve your executive function. You can literally build it like a muscle.
Yes, even if you're neurodivergent. I don't have ADHD, but it is allegedly a thing with ADHD as well. And I am autistic, and after a bunch of nerve damage (severe enough that I was basically housebound for 6 months), I had to completely rebuild my ability to get my brain to Do Things from what felt like nearly scratch.
This is specifically from ADDitude magazine, so written specifically for ADHD (and while focused in large part on kids, also definitely includes adults and adult activities):
Executive functioning skills range from working memory to cognitive flexibility to inhibitory control, and beyond. They power our daily func
Here's a link on this for autism (though as an editor wow did that title need an editor lol):
Practical Strategies for Enhancing Executive Functioning Difficulties in Adults With Autism - Living with Autism Spectrum Disorder (ASD) as
Resources on this aren't great because they're mainly aimed at neurotypical therapists or parents of neurdivergent children. There's worksheets you can do that help a lot too or thought work you can do to sort of build the neuro-infrastructure for tasks.
But a lot of the stuff is just like. fun. Pulling from both the first article and my own experience:
Play games or video games where you have to make a lot of decisions. Literally go make a ton of picrews or do online dress-up dolls if you like. It helped me.
Art, especially forms of art that require patience, planning ahead, or in contrast improvisation
Listening to longform storytelling without visuals, e.g. just listening regularly to audiobooks or narrative podcasts, etc.
Meditation
Martial arts
Sports in general
Board games like chess or Catan (I actually found a big list of what board games are good for building what executive functioning skills here)
Woodworking
Cooking
If you're bad at time management play games or video games with a bunch of timers
Things can be easier. You do not have to be stuck forever.
Little things I don't think non-cane users would know cause Issues™, for reference in writing!
- gusty wind not only throws personal centre of balance off but if you've got a lightweight metal cane it will throw your placement of the cane off
- same goes for being driven past by busses or lorries
- uneven pavements can suck my ass the cane is meant to be parallel to your leg and this is very hard to do when the pavement isn't level
- same goes for cobbled streets, brick paved streets tend to be smoother so I love them <3
- some paving slabs get really slippy when they're wet! This often means that I lean on my cane much heavier bc I can't rely as much on even my good leg to stay stable
- yes cane height should be adjusted to account for heels/ wedged shoes it's a bit of a bastard if you used a fixed length cane
- using a cane for the first few days/weeks hurts! If u only use it irregularly/ on bad days it can hurt every time! Wrists aren't used to taking weight in this way.
There’s millions of tips out there for writers, but so much of it just doesn’t apply, and it often feels like nothing ever works because you have to wade through a million failures before you find a success. But why is that, exactly?
1. Implicit phasing. Seeking advice while in the drafting phase of your writing can be difficult when many popular tips are more important during the editing phase. It can build on perfectionism struggles that a lot of writers have, but a lot of people genuinely don’t realise that this advice will suit them better for editing rather than drafting. If it’s about improving what you’ve already got, or just improvements in general, don’t touch it until you’re editing; you can’t improve on something that doesn’t exist, so you’ll just be going over the same draft a gazillion times without making progress. What you need to look for are tips for brainstorming, getting out of a funk, etc
2. Concept to blueprint. For me, literal thinking has kept me from understanding a lot of writing advice and, even when I’ve got the gist of it, I struggle to figure out how to take it from a general phrase (e.g. “Show don’t tell”, “Make it a habit”) to something actionable that tells me what I need to do. If you’re misunderstanding what the advice is saying, or you don’t know what actions it’s implying that you take, of course it’s not going to be helpful. Sitting down and dedicating a minute or two to considering it can really help, and if you’re still unsure then always feel free to ask other writers; there’s bound to be others who were in the same boat that can share their own interpretations and the actions they took that helped them
3. Hobbyist approach. If you’re only writing for fun, and especially if you don’t consider yourself a ‘real writer’, it’s easy to think that some of the advice doesn’t apply to you. For me, I always thought that the whole “Write every day, make writing a habit” thing was just for people who were super serious about it or on a schedule, not for people who were just writing for fun and didn’t mind it taking forever. But after trying out NaNoWriMo, I realised I actually quite enjoy having a set routine that allows me to see consistent improvement, and even after NaNoWriMo I experimented to see how often I could write without it feeling more like a chore than a fun activity. It’s definitely worth it to at least try out tips that you think may not apply to a hobbyist just working for fun; sometimes you might learn something else about your writing style, even if the tip doesn’t work for you
4. Unique takes. Ultimately, we’re all different people with different experiences, habits, interests, styles, physical abilities and neurotypes; not everything will work for everyone. And that’s a good thing! Yes, it’s frustrating when we try a popular tip and it just doesn’t work for us like it does others, but that’s one more thing we know about ourselves and how we work, and maybe it’ll lead us to a new discovery that makes it easier going forward. If everyone was the same, all our writing would be the same, and that would be boring. You’ll stand out as a writer by working differently to achieve unique results. And if you find something that works for you, make sure you share it in case others benefit, too!
5. Customise. Finding your own tips and sharing them can lead others to you, and it all starts with experimentation; try new things, mix and match existing tips you’ve tried and figure out what can be adjusted to make your writing process better. I can’t keep to NaNoWriMo’s 1667 words per day demands, it’s too much work in too little time, but I can do 1000 words every week and be much more consistent than I used to be. Or maybe watching your word count all the time demotivates you? Try changing your measurement from X words to writing for Y amount of time - or you could even try both and say you’ll write for a max of Y minutes unless you can reach X amount of words beforehand. Even if it’s not something that was originally intended by the tip, can you find a way to customise it to work better for you?
Just a small pet peeve for everyone that writes (fan) fiction where people camp in the woods: stew takes HOURS.
The grumpy knight is not serving the sunshine princess the best stew she's ever had in the Forest of Dread an hour after he's rescued her.
Even if Jaskier is a much better cook, unless he also happy to wait 4 - 6 hours, rabbit on a stick it is.
Pubs, restaurants and inns would have stew, because they had the time and opportunity to keep a pot on the fire for a day. (Fun fact, they often had perpetual stews where they just keep chucking things in and ladling out).
Show your character's struggles with holding in emotions. Just because your character won't let themself go in public, doesn't mean they don't struggle holding everything in.
Find a motive. Pride and/or consideration for those around them can make emotionally reserved people hold back more than would be considered good for them. There are other reasons too, perhaps the initial cause and the reason now are different, but try to give them a reason.
Show side-effects. Everything you bottled up shows itself in another way, whether it's physical or mental. This can be long- and short-term, depending on the severity of the emotions.
Give them coping mechanisms. Everyone who wishes not to show certain emotions has a trick or two to keep themselves in check. Taking a sip of water, not looking people in the eyes, clenching their fists, breathing just a bit too deeply.
Write subconscious signs that they give off, which close friends or family might pick on. Just because these characters want to keep their emotions to themselves, doesn't mean they don't give off signs. Some manage to keep said signs well hidden from those closest to them, but it's more common for environment to pick up on something at the very least.
When answering questions about deaf and hard of hearing characters, I have noticed they are overwhelmingly about:
A character who is deaf in one ear or hard of hearing because of an accident
A character who was born deaf and knows sign language, but seems to have 0 connection to the broader Deaf community
This is not the experience of most d/Deaf people! So, here's your primer to Deaf community and culture, and writing a Deaf character, because they are sorely underrepresented.
(Disclaimer: this post was written using viewpoints I, a singular Deaf person in the United States, have encountered. I tried to make this as general as possible to encompass many Deaf views, but it is possible that I have misconstrued something. Do not take this guide as the be-all and end-all of your knowledge on Deaf culture. Keep reading and researching the Deaf community, and explore viewpoints from many different Deaf people of all backgrounds.)
Why do you write Deaf with capital D?
[Large Text: Why do you write Deaf with capital D?]
The term "deaf" with the lowercase d means not being able to hear. The term "Deaf" with an uppercase D refers to the cultural identity formed by deaf people. This identity is difficult to explain but it includes knowing sign language and engaging with other Deaf people.
There are varying opinions within the Deaf community on who is allowed to call themselves culturally Deaf. Some Deaf believe that only those who were born into the Deaf community (whose family is Deaf, who attended a Deaf school, and/or who have sign language as a first language) are allowed to consider themselves culturally Deaf. On the 'flip' side, some Deaf believe that anyone with hearing loss can claim the label. And of course, you can find someone Deaf with any opinion in between.
This is all intracommunity nuance. If your character is born deaf and learns sign language at a young age or as a first language, they are likely culturally Deaf.
Sign Language Use
[Large Text: Sign Language Use]
Sign languages are the language of Deaf communities. (Note that there are many sign languages in different regions, and they are not related in the same way spoken languages are!)
Most sign languages did not originate alongside spoken language, either, so they usually have different grammar than the spoken language in a region. This means that someone whose first language is sign may have difficulty learning even the written version of the spoken language due to the different grammar and translation. For native signers, the spoken language of their area is their second language.
Sign languages are fully developed languages, with grammar and structure. Sign language is not "less" than spoken language, and encouraging sign language does not discourage speech. (Even if it did, that's not a bad thing! Sign languages are still a valid and rich communication form!) Sign languages have slang and expressions/idioms too.
Sign languages typically have a "manual alphabet" otherwise known as "fingerspelling". This is a way to represent words that don't have a sign. Fluent signers very rarely fingerspell; normally fingerspelling is for proper nouns which don't have a name sign.
Name signs are the last big point I want to cover about sign language. A name sign is a way to refer to someone so you don't have to spell their name every time. It's usually related to someone's attributes, like dimples or a specific way of moving. Sign names can only be given by Deaf people who are fluent in sign language.
Deaf Education
[Large Text: Deaf Education]
For a long time, deaf people were considered unable to learn, just because they couldn't hear. And since 1880, for about 100 years and even still today, the prevailing tradition in deaf education was/is oralism--a teaching method based on speech that rejects sign language.
Historically speaking, if deaf children were to receive an education, they would be sent to a Deaf residential school. These still exist, although there are also many Deaf schools that are typical day schools, just for d/Deaf/hoh students.
Deaf children may also attend "mainstream" schools; they might have sign language interpreters and other accessibility accommodations, or they may be forced to rely on lipreading and context, or placed in special education where their needs often still are not met.
Oralism still has lasting effects today. Deaf people have received, and still do receive, worse education than hearing people.
One common problem is language deprivation. Many deaf children grow up without access to sign language. About 90% of deaf people are born to hearing parents; even if hearing parents do send their deaf kids to a Deaf school, they may not learn sign language themselves, so the child must rely on what they can gather of spoken language at home. Sign language is even discouraged by some audiologists and speech professionals, because it "might interfere with speech". But by depriving deaf children of sign language, more often than not, they are being deprived of all language.
People who are born deaf do not learn spoken language naturally, even when provided with aids like hearing aids and cochlear implants. Many deaf kids who learn speech learn it through extensive speech therapy, and often have a "deaf accent" from copying mouth shapes but not being able to hear or process what sounds they are making, which may also include having an atypically pitched voice (e.g., very high-pitched). Lip-reading is inaccurate and the best lip-readers can only follow about 30% of a conversation, and that's by intently watching with no breaks.
It is possible to learn a language at any age. But it is easiest to pick up a new language when one is young. Children who do not learn a first language by around age 5--the age at which they would start school--have more difficulty learning any language, and may have frequent outbursts or trouble expressing emotions as a result of communication difficulties.
Another problem, especially within the Deaf community, is literacy. Spoken languages are often unrelated to the signed language of the same region. Learning to read and write, as a Deaf child, is like learning a whole new separate language, with different grammar and structure than their native language. This is why captions are not a perfect accessibility tool--it is, for many Deaf people, being offered an alternative in their second language, if they have learned to read and write at all.
Deaf Culture Norms
[Large Text: Deaf Culture Norms]
To hearing people, Deaf conversation can seem very blunt and to the point. This isn't to say Deaf people are inexpressive--quite the opposite: sign languages often use facial expressions as part of the grammar, and there is a lot of expression that can be incorporated into a sign--but there isn't a lot of "talking around" things. You can see part of this culture in name signs, which are usually based off a trait of the person. It's not offensive--it's just how they're recognized!
Another conception is of Deaf people being over expressive, but again, that is just part of sign language grammar. Face and body movements take the place of tone of voice, as well as other grammatical clarifications.
Deaf people talk a lot! It's very hard to end a conversation, because there will always be something else to say or a new person to meet. Hugging and other physical touch are really common greetings.
Tapping people on the shoulder to get their attention is fine. Other ways include flicking the lights or rattling a surface (for vibrations). Eye contact while signing is also important to make known that you are listening. Groups of Deaf people will sit in a circle so everyone can see everyone else. It's rude to talk in a Deaf space. If you are lost in the conversation, you'd ask if you can write or type instead.
Deaf Space also refers to design concepts that are more accessible to deaf people. This includes good lighting, minimal signing-height visual obstacles (e.g., low waist-height shelves), visual indicators instead of bells, open spaces so people can sit in a circle to talk, and automatic doors and wide hallways/passages so it is easier to continue a conversation while walking.
It's also very rude to comment on a Deaf person's voice. Do not mention you're surprised they can speak. Do not call their accent "cute" or "weird" or anything like that. Do not ask them to speak. Do not say their voice sounds really good ("for a deaf person") or that you wouldn't be able to tell they are deaf.
Deaf Views on Deafness
[Large Text: Deaf Views on Deafness]
The Deaf community is incredibly proud of their Deafness. You'll often hear the phrases "hearing loss = deaf gain" or "failing a hearing test" as "passing the deaf test". Continuing the Deaf community and culture is highly valued, and learning sign language is encouraged for everyone.
Many people in the Deaf community dislike cochlear implants as their success is incredibly variable and they require invasive surgery and therapies from a young age. Another big argument against CI is that they are often presented as the only or the first option to hearing parents, who misunderstand CI as a "cure" and then do not give their child access to sign language.
Deaf people also reject any sort of cure for deafness, especially genetic therapies. Many Deaf people do not think of their Deafness as a disability.
(Deaf people will often point out the advantages of Deaf culture and sign language, such as being able to talk over long distances, through windows, and even underwater.)
Most hard of hearing and some deaf people have hearing aids, although it is really an individual choice whether or not to wear them. Many d/Deaf/hoh people are overwhelmed and startled very easily by noise (since they're not used to that much auditory input) and get tinnitus from auditory overstimulation. They may also struggle with auditory processing--locating sounds, interpreting sounds, recognizing and interpreting speech, and other issues.
The Deaf community doesn't have any general complaints about hearing aids, just many prefer not to wear them. Do know that they are an imperfect aid; they just amplify sound, which doesn't improve processing or understanding, and it doesn't make people hearing. Not everyone even benefits from hearing aids--their specific hearing levels may make hearing aids a bad choice of aid.
A big point you'll hear in Deaf spaces is Deaf Can (and Deaf Power). Hearing people have historically treated deafness as a sign of incapability, but Deaf people can do everything hearing people can--except hear.
Myth Busting
[Large Text: Myth Busting]
Myth #1: All Deaf people are completely deaf. This is very far from the truth! Most deaf people have some degree of residual hearing, although this may require very loud sounds and/or at very specific pitches. Plus, there are many culturally Deaf people who are not deaf/hoh at all--CODAs, hearing children born to Deaf parents, are part of the Deaf community.
Myth #2: (Non-speaking) Deaf people do not make noise. Also very far from the truth! First off, Deaf people laugh. Many Deaf people also vocalize without knowing or intending, especially when excited. We can get very loud!
Myth #3: (Speaking) Deaf people talk loudly. While this can be true, often d/Deaf people talk more quietly than expected. This is because with severe to profound levels of deafness, no speaking volume is really going to be audible, so they will often rely on feeling vibrations in their throat to know if they're making noise. Vibrations are detectable at lower volumes than hearing people like to listen to.
Myth #4: Deaf people can't drive. I actually have no idea where this one came from but it's false. Deaf people can absolutely drive, and tend to have a lower rate of accidents and violations than hearing drivers. There is a common trend of treating d/Deaf people like they can't do things unrelated to hearing, but deafness on its own only affects hearing.
Deaf Struggles in the Hearing World
[Large Text: Deaf Struggles in the Hearing World]
A huge problem is just basic accessibility. Many places do not have captions or visual indicators, or rely on hearing (like drive-throughs). Movie open caption screenings are often at awkward times, and caption glasses are hard to find or access and awkward to wear.
Deaf people are also at increased risk of police violence. Police often treat signing as aggression, rather than attempts to communicate. When they yell, talk quickly, or shine a flashlight in Deaf people's faces, it's even harder to understand what is going on. Deaf people are also not often provided with a qualified interpreter and may not understand what is going on or why they were arrested.
Deaf people, specifically those who are mainly kept in the hearing world, have higher rates of drug use and addiction.
Hearing people also treat Deaf people as incapable or lesser. Gallaudet University had only hearing presidents until 1988 after the Deaf President Now protests; then-chair of the board at GU said in a statement that received heavy backlash from the students, "deaf people cannot function in the hearing world".
When writing your Deaf character:
[Large Text: When writing your Deaf Character:]
Were they born to hearing parents or to Deaf parents? (90% of deaf children are born to hearing parents.) Is anyone else in the family d/Deaf?
At what age was their deafness noticed? (It can be at birth, or it can take several years, even for children born deaf.) Is their hearing loss progressive? Is their hearing loss significantly different in each ear?
Were they eligible for cochlear implants? Did they get CI? Did they get hearing aids? (Consider cost as a factor: CI requires the surgery as well as intensive speech therapy; hearing aids are also expensive and can need replacement and refitting.) How well do the aids work for them? Do they have them in one or both ears?
What advice did their family receive from audiologists and speech therapists about sign language and communication, and did their family listen? Did they learn sign language? At what age? Did their parents and family learn sign language? Are they language-deprived? Did they go through speech therapy? What is their speech like? Do they like using their voice?
Did or do they attend Deaf school? Is it residential or day school? If it's residential, did they understand what was happening when they were dropped off? Does the school use sign language or rely on oralism? (Consider time period; most schools now use sign language, but from 1880-about 1980 the predominant method was oralism.)
If they don't attend a Deaf school, what accommodations are they receiving in mainstream setting? Are they in special education? Are they in a Deaf program at a mainstream school? Do they have an interpreter? How much do they understand what is going on in class?
How involved are they in Deaf community and culture? Are their friends and family involved and supportive of the Deaf community? Do they treat deafness like something to cure? Do their friends and family frequently ignore or "forget" that they are deaf?
In general, consider their scenario, what ableism they've faced, and what their Deaf identity is.
Happy writing, and please continue to send in your questions!
A few points from observation in Australian Deaf people.
Fingerspelling is very common. Very common. While those who are fluent will get around a lot by using signs, there are variations of types of signing. For instance, i know one Deaf person who will avoid fingerspelling at all costs, and when she has to, she commonly gets confused about if she spelled it right or not, because it is based in her second language (English). However, another person i know is 5th (?) generation Deaf, and his dad, obviously also Deaf. This family all grew up signing. However, they LOVE fingerspelling. So much fingerspelling. Half the time i will be learning new signs from the first person, and the second person, who spells a lot, will be learning at the same time, or his son, in a different conversation will ask what signs were used for a word, because he just spells it.
Part of this comes from the different types communication for Deaf people. For a long time, oralism was the only allowed method of communication. However, as this started to be changed, there were different methods of communication. Sign languages are proper languages with different grammar structures and names (in Australia it's Auslan). However, this means that it has less input from hearing people, and that there are also versions of sign language such as Signed English. This borrows a lot of signs from the sign language of the area (in this case Auslan), but where the sentence "i brought milk at the shop" would become more like "shop, buy milk" in Auslan, Signed English keeps the grammar of English and so has a lot of 'filler' type signs such as 'at' and 'the', from this sentence, which would be ignored in Auslan and probably other sign languages as well (won't pretend to know any enough to say). So, for older signers, there is the potential that there will be large changes in how they sign. An Auslan user will likely understand a Signed English user, and i think? the same the other way around. HOWEVER!! An ASL user would NOT understand, as it uses signs from Australian sign language, Auslan.
Obviously, i only know from Australia, and this Signed English type of thing might not happen. But there is a lot of variation!
All good points! I'm definitely coming from an American perspective, so it's always nice to hear from Deaf people around the world :) [smile face]
ASL has a variation called "Signed Exact English" too, that uses ASL signs but spoken English grammar! ASL drops a lot of those filler words as well.
And I agree I did understate the commonality of fingerspelling, I spell for clarification/specificity a lot, but I have met too many people who think that they can just fingerspell whole sentences and that means they "know sign language", unfortunately.
To respond to some other thoughts I saw in the notes:
The majority of Deaf people will be cool with you being a part of the Deaf community if you learn sign language and Deaf culture and engage with them. Most people aren't super exclusive about it. You may find some people who do gatekeep, but yes, they are not the majority opinion.
And yes, Deaf Space is generally more accessible! I've found other accessibility in the Deaf community way easier than in the hearing world. This is partly due to Deaf Space design and accommodations, but also I believe there is higher instance of disability among deaf people--a lot of conditions have deafness or hearing loss as a part of it!
• Character themes/motifs. I’ve heard of one writer who tries to give each character their own theme for similes, metaphors, descriptions, etc so there’s like a theme to the way they’re portrayed. You could use that to foreshadow notable secrets about the character that will later be revealed, or if at any point they’re disguised then you can use that to tip off the reader that they have the same motifs and so might be related/the same person
• Tiny details hidden in lists. Say the MC was trying to work out the identity of a bad guy, who we know was wearing a red shirt on the day of a big bad event. A few chapters later, MC is checking around their best friend’s room to find them, with the place its usual mess with discarded takeaway boxes, the bed unmade, a red shirt left on the floor that could use a good sweep. The red shirt might not click with all the readers, but those who register it upon their first read will eat it up
• Inconsistent behavioural patterns. Once we have a good idea of what a character is like, having them act out of character can set off alarm bells and make us question what’s occurred to make them act this way. Let the other characters register it too, if it’s reasonable that they would, but let them ultimately brush it off quite quickly to keep it subtle. Or just call it right out, whichever you prefer
• Unreliable narrators. Let one character say one thing and a second character say another, even if they both ultimately agree on the same thing but get one or two small details wrong. Ideally do this two or three times in order for the reader to know it’s not just a mistake in the plot but an intentional inconsistency, but even if it’s only done once and it’s taken as a mistake it’ll still slot together like puzzle pieces in the end and they’ll be kicking themself for dismissing it
• In-universe red herrings. If you’re going to add red herrings as foreshadowing, it’s helpful if the red herring aligns with the intentions of someone person aware of the upcoming plot twist who’s trying to control the narrative. Say the plot twist was the reveal of a mysterious character’s identity to be the best friend of the MC, the best friend might have deliberately thrown the MC off their scent by planting suspicions in the MC’s mind that a different character was the mysterious character’s identity all along. This is less about foreshadowing the actual reveal, of course, but rereads will be a punch to the gut when everyone realises that all this misinformation and red herring business came from someone trying to cover their own ass rather than coming from misunderstandings or multiple other random sources
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