I was browsing the web looking for existing assistive technology to get inspiration. I came across the r/disability subreddit and found this GIF of a video as one of the top upvoted posts of all time. As a gamer myself, I thought this would a great and fun idea to try and implement as an actual game.

While I had the theme of accessibility at that point, it didn't actually have any accessibility features. My friend suggested the idea of using eye tracking from OpenCV. I looked into it and ultimately decided on using head tracking for more stability and control.

What It Does

It is essentially a clone of the original Super Mario Bros, but with the twist that he can't jump. So, there are ramps and lifts to make up for it. There are also a variety of input methods to suit whatever method is most comfortable for the user:

  • head movement
  • mouse
  • keyboard
  • controller

A demo version that can be played with the mouse on multiple platforms (Windows, OS X, Linux and web) can be found on the releases page. Take note of the fact that there may be existing bugs in the release due to time constraint. There is also a built-in checkpoint system that moves you on to next the checkpoint (pipe) after 3 deaths, so you can see the whole level without any frustration.

How I Built It

OpenCV and Godot.

Challenges I Ran Into

Game physics is more complex than I thought it would be, even with it being a simple 2D platformer.

Accomplishments That I'm Proud Of

Making my first game. I'm pretty happy with the way it turned out given the amount of time I had.

What I Learned

Basic game development skills and a bit of visual computing for the face tracking and game physics.

What's Next For Super ADA Bros

  • adjustable settings to match user's exact preferences
  • more features from original game
    • more mechanics with movement and enemies

Dev Log

You can find some update pictures I posted while making this at the Devpost for this project.

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