Have you ever asked your sister-in-law personally about her vertigo? It triggers differently in people so it helps to know the specifics if you're designing something specifically for her. I've honest to god never heard of any case of motion sickness triggered by a game in a top-down view (most RPGs). Unless you're positive that is the case for her, I'm having trouble believing it's even possible.
Honestly I don't know myself. From what my brother said, it's 3d movement. I'll have to talk to her personally about it. Btw, what frame rate is a high one? In IG Maker you can set the frame rate personally. So that'd be good to know a good range to work with ^_^.
It is far more uncommon than the problem people have with 3D first-person games. But I have heard it before, I think you were right when you mentioned frame rate, bad frame rate is a common problem that can give people vertigo/nausea regardless of perspective.
My game is going to be [hopefully] 3rd person perspective [with a camera fixed over the left shoulder, rather than top down]. But I really need to find a good frame rate, and with IG Maker the character's move in frames. I can really control and watch the movements so that it's as smooth as possible.
I get very motion sick with a lot of games. It frustrates me to no end because I'd love to play Portal and Minecraft and other games that make me extremely ill. If you've got a fixed camera you're probably not going to need to worry about motion sickness. The only game that had a fixed camera that has ever made me ill was Terraria. Well, Zelda Link Between Worlds made me a little loopy if I left the 3D on too long but that's technically a different type of camera. High framerate helps. Unrealstic 3D helps, so going for a low fidelity or highly stylized look. The environment that I'm playing the game in makes a difference too, basically I don't want to put myself in a situation where I'm too immersed or straining my eyes.
I'm glad you're taking the time to try and make a game for people like me. We tend to either be ignored by the gaming community or told to get over it or go away.
You're welcome ^_^. When I make something, I try to make it so as many people who want to enjoy it can. So I have no problem looking for ways to make a good 3d experience, that everyone can enjoy. And I can do the unrealistic (Since the setting is a technically alien AU [both in the CoF [the equine sprites I've been showing] and PoB [more human/anthropomorphic], I can get away with some rather stylized aesthetics.
But yeah, when I get landscape / character art. I'll post and ping you. See if anything needs to be fixed so that you and others with that problem aren't bothered by it visually ^_^.
Sorry, poor choice of words. I probably shouldn't discount the possibility, but the details are too vague to determine possible causes. Most of these cases usually happen in 3D games and the only possible thing I see could be a cause is the camera scroll, which depending on what hardware you're running the game on and how many things you have processing at one time, gets pretty choppy when moving around.
I really want to get to the root of this myself. We built a color matching game that we're updating so the colorblind can play it. Any information we can glean from this can help us design games to reach as much people as possible.
Yeah sorry for the vagueness. I wasn't given much info, so I thought that I might as well get as many different ways to help as possible. [i've already taken epileptics into consideration (no strobing or fast blinking lights), but until recently I thought Vertigo was something that only effected people when moving. So now I'll be working with that in mind as well.]
As for the color matching game. Why not add symbols to particular colors? That way the color blind, while (depending on severity) might not be able to see the color type itself. Seeing a symbol would be a good mental cue.
Although this link might be helpful to you as well.