supersquirrel

joined 11 months ago
[–] [email protected] 3 points 9 hours ago* (last edited 8 hours ago)

Good question, I think there is a bug maybe? Development on Main Assembly stopped in 2021 (which is why I recommend MA at this pricepoint) and the bug might have never been fixed. What a shame :( the game definitely wasn't intended to do that.

edit so I did some testing, Main Assembly exits to the menu with an error if I go from being connected to the internet to being disconnected. The game plays fine in totally offline mode or when connected to the internet, the bug (at least on my deck) arises when switching between being connected to the internet to not connected while playing.

Definitely potentially pretty frustrating, worth tolerating for how cool the game is (and for $4) but frustrating nonetheless. It is a shame development on Main Assembly stopped it has some amazing ideas and vehicle mechanics!

[–] [email protected] 2 points 9 hours ago* (last edited 3 hours ago)

Trailmakers is definitely very solid too, the building philosophies between the games are quite different but they are both great games.

I think it is a testament to trailmakers that it doesn't feel hamfisted in comparison to main assembly, rather it feels like an intentionally limited construction set carefully tuned to environmental challenges in order to make tweaking fun, feel approachable and give permission to make subpar monstrosities and just wing it, tweaking as you go.

It fits the theme of trailmakers better than I realized at first. You crash land on a planet while crewing a dime-a-dozen corporate freighter. The technology you have access to from the wreckage is extraordinarily powerful but functions in very rigid systemized ways partially to allow crafting a wide variety of interoperable and compatible components but also partially because a soulless space megacorp made them lol. That being said, it feels like a fun freeing limitation in a way that emulates the play of legos well.

[–] [email protected] 4 points 1 day ago* (last edited 2 hours ago)

Main Assembly's (in game accessible) workshop has some seriously good stuff, like someone modeled a realistic, working Nissan gtr skyline!

The build is set up with race track rock hard suspension, but it feels really fun to drive and you can absolutely powerslide and oversteer like you would expect.

https://youtu.be/UP6RI42DgQw

https://steamcommunity.com/sharedfiles/filedetails/?id=2363306440&searchtext=

Here is a sports car fully set up just waiting for a model to be built around it.

https://steamcommunity.com/sharedfiles/filedetails/?id=2196401528

This Rock Crawler is a surprisingly faithful recreation of a real life rock crawler and honestly I would believe I was playing an offroading sand crawler game if you just had me drive it with no context what game I was playing.

https://steamcommunity.com/sharedfiles/filedetails/?id=2381297215

Check out these other buggies, every single one of these must represent so many hours of tinkering and tweaking work because each one of them feels alive and dynamic in handling in a way most dedicated racing games fail to really capture.

Links to more buggies, there are too many good ones!

https://steamcommunity.com/sharedfiles/filedetails/?id=2236913323&searchtext=

https://steamcommunity.com/sharedfiles/filedetails/?id=2366127995&searchtext=

https://steamcommunity.com/sharedfiles/filedetails/?id=2358409325&searchtext=

https://steamcommunity.com/sharedfiles/filedetails/?id=2377088937

https://steamcommunity.com/sharedfiles/filedetails/?id=2540179178

https://steamcommunity.com/sharedfiles/filedetails/?id=2276338225

https://steamcommunity.com/sharedfiles/filedetails/?id=2191187219

How about an x-wing with a cockpit view?

https://steamcommunity.com/sharedfiles/filedetails/?id=2397845618&searchtext=

This monster truck handles REALLY good

https://steamcommunity.com/sharedfiles/filedetails/?id=2170574251&searchtext=

This car is tuned to drive like a trackmania car, and it drives awesome, it is a blast to drive at high speed.

https://steamcommunity.com/sharedfiles/filedetails/?id=2759012431

Here is another arcadey, high performance f1-offroader hybrid, really nuanced handling with some cool suspension

https://steamcommunity.com/sharedfiles/filedetails/?id=2434054909

This rally racing/small trophytruck-like vehicle doesn't have a skin/aesthetic panels but the handling and suspension is butterrry and the workshop description indicates it has autopilot and different modes. Amazing stuff! Ridiculously fast too.

https://steamcommunity.com/sharedfiles/filedetails/?id=2355543998

hot wheels hot rod, handles good

https://steamcommunity.com/sharedfiles/filedetails/?id=2258992409&searchtext=

Finally here is a nice, simple forklift because you always need a forklift.

https://steamcommunity.com/sharedfiles/filedetails/?id=2181182790&searchtext=

Or maybe a fullsize, functional truck crane!

https://steamcommunity.com/sharedfiles/filedetails/?id=1947787434&searchtext=

24
submitted 1 day ago* (last edited 1 day ago) by [email protected] to c/[email protected]
 

Main Assembly is great, it is a vehicle maker physics challenge game with co-op... but if you stifle a yawn and think "I have trailmakers/other equivalent and meh do I need another?" the answer is yes, you definitely do!

Main Assembly is fundametally different, what makes it stand out from the pack is that you can easily mold 3d surfaces so the game ends up playing more like a powerful intuitive 3d modelling program than yet another iteration on a vehicle lego-style block building sandbox game.

Surfaces of wings are physically modeled in their contribution to lift, they arent just cosmetic, and it is this kind of thing that makes Main Assembly simultaneously a sophisticated simulation and and immediately tactile and intuitive experience.

Controls are superb on the deck, I recommend using fmCUK's "Usable V0.2" as a basis for a control scheme, most everything felt surprisingly intuitive given how generalist and powerful the tools are in Main Assembly.

Seriously good game, take advantage of the fact that it flew under the radar, pick it up for cheap, heck buy a copy for a friend so you have someone to play with!

[–] [email protected] 3 points 1 day ago (1 children)

Well I am planning to build a rocket and go to the moon but alas the hardware is still a couple years out :( no fear, it will be soon though!

[–] [email protected] 1 points 2 days ago

You can run your own relay, in that sense the "body" of bluesky is when considered in the abstract potentially decentralized... but when you consider the "brain" of bluesky nodes and the layer of moderation and post/commenting is still locked into a centralized system it is a bit like arguing borg drones have free will because they are physically individual beings.

Or it is like arguing an ant isn't existentially dependent upon the structure of the ant colony to survive since each ant posesses an individual body with its own six legs.

[–] [email protected] 1 points 2 days ago* (last edited 2 days ago)

At a fundamental level the intended meaning of "federate" is that disparate communities and softwares can "connect" seamlessly, a bridge by definition is a tool used to connect things that are not connected or seamless.

A federated landscape of interconnected trails is the structural antithesis to a landscape of bridges each laboriously muscled out of the headache inducing process of connecting two disparate systems with a third system specific to that bridge and that bridge only that must be endlessly revised and rebuilt to keep everything from collapsing in a heap.

A bridge, by definition, is a composite of parts that are existentially vital to the sucessful conveyance of what passes over them, it only takes one section failing to break the entire bridge and it only takes one troll to block everything. A bridge, again by its very definition, is the most brittle architecture as every bridge is ultimately only a temporarily open door that must be continously be maintained and eventually rebuilt at the expense of great effort.

[–] [email protected] 2 points 2 days ago* (last edited 2 days ago)

Some recommendations for lefty mastodon instances, all are vaguely tech themed, but that comes with the territory. That being said none of these instances feel like weird places to not be a techy person, the conversations and interactions on these instances occupy as diverse a range as anywhere else.

https://mas.to/about

https://elekk.xyz/about

https://tech.lgbt/about

https://eldritch.cafe/about

https://digipres.club/about

https://toad.social/about

https://hellsite.site/about

Your lemmy instance lemmy.world is under the umbrella of https://fedihosting.foundation/ which oversees both lemmy.world and the mastodon instance mastodon.world

Can or should it be tied to my lemmy.world instance somehow?

Please do whatever helps you express your identity/identities of your self best! You can always link between accounts in the public account bios.

I will offer you a suggestion though, if you already made the account [email protected] why not make [email protected], link between them and perhaps indicate if you use one or the other account more. You might as well, people will still recognize you immediately on your mastodon account but you might find it nice to be able to interact with the fediverse through the perspective of mastodon/microblogging.

Then make another account on a different mastodon instance that looks cool too, go wild, do whatever fits your fancy, the consequences to making an account and never using it are small enough that except in edge cases (you took up a slot on a server with a limited number of registrations or something) nobody is going to care!

p.s. Notice all of these mastodon instances have thoughtful moderation policies that place an emphasis on protecting and centering vulnerable voices over valuing the "right" of socio-economically advantaged groups to spread hate speech in public. All these instances have links to the mastodon accounts of the humans who moderate those instances so you can get an idea of the human element of the moderation. How cool is that? Each place has its own slight spin on being a healthy community and you can find the place that is perfect for you!

[–] [email protected] 1 points 2 days ago
[–] [email protected] 2 points 2 days ago

It would be an abdicaton of the duties of the people in charge of running the business of bluesky to not create leverage points where serious monetization can occur.

Like seriously... that is called Not Doing Your Job and usually leads to getting replaced by someone who will.

I feel like it is too easy to get stuck in the weeds discussing arcane details of a massively complex system such as ActivityPub and bluesky and the virtues and faults of those details while ignoring the much more easy to predict and understand truth that decentralization is fundamentally at odds with monetization or consolidated control.

Investors in bluesky coughed up the money for the same reason any sane person invests large sums of money...to get more money.

[–] [email protected] 1 points 2 days ago* (last edited 2 days ago) (2 children)

yes, see this thread

https://social.wildeboer.net/@jwildeboer/113487613965056474

"#BlueSky isn't decentralised or federated. The outage yesterday is the obvious proof. It may look decentralised and they definitely love to outsource traffic and storage costs by claiming that running your own PDS (Personal Data Server) is somehow something federated, but that's all smoke and mirrors. You have to go deep on [1] to find "networking through Relays instead of server-to-server" as their current implementation choice. THEY run the relays. No one else."

[–] [email protected] 1 points 3 days ago (4 children)

There are a million ways open platforms can be undermined, especially when serious money stands to be gained from it. See basically all of human history as exhibit A...

[–] [email protected] 4 points 3 days ago (1 children)

Of course it is, why would people throw millions at investing in a product and then decentralize it to the point that there weren't any bottlenecks to apply pressure and extract a profit back out of it? It makes no sense and would be a ridiculous business strategy.

What is a good business strategy is associating your product with visions of decentralization while never truly intending to get there in practice.

 

"pancake" refers to a colloaquial term for tiny nimble classic recreational racing sailboats like sunfishes and lasers, essentially the hull is shaped like a pancake (well a bowl more like but whatever) and all of the lateral resistance to getting blown sideways (that would be provided naturally by a long slim hull that sat deep in the water) is focused on the narrow point of the single daggerboard and to a lesser extent rudder. This is what makes sailboats like this an absolute joy to sail even in fairly light wind in real life, they take almost no wind to go and can take advantage of passing bursts of energy from even the most capricious wind gusts, so it makes sailing them a very direct and deeply calming conversation with the immediate elements of the wind and water around you.

Sailing in light wind is fun in a chill way but for long sailboats that have a consequently big turning radius, often it is difficult to keep any speed when turning the front of the boat directly past the onblowing wind because you can't pick up any speed in that moment, you have to rely on inertia. A pancake sailboat like this is made to spin like a top with a flick of the rudder so that even in light wind the hull can carry momentum through multiple quick tacks (changing direction by rotating the bow past the direction of the onblowing wind) or jives (changing direction by rotating the bow the other way, so that it never directly passes by the direction of the onblowing wind, can be very difficult to control in a small sailboat like this).

With this kind of sailboat you basically have two controls, you aim the rudder with an articulated handle in one hand and you control the angle of the sail/boom through a rope held in your other hand that runs through a pulley. In real life you also are able to control the center of mass of your personal meatcube for minute corrections as well, but with essentially just those two control inputs an incredible variety and complexity of movement is possible.

Even if you have never thought about learning sailing, it is worth learning for its own sake because of how primal and direct learning how to sail a pancake boat like this is that only has one rope to hold and one rudder and that is the whole dashboard of controls. If you have ever met sailors, they probably are really intense and get all hyped about racing around in conditions that look absolutely awful to a non-sailor lol, but it is just as valid to sail around in light wind normal on a blustery afternoon summer day as wiser and lazier alternative to paddling a kayak :). Honestly it takes an astonishingly little amount of energy to move a tiny sailboat like this at a pace faster than you can paddle a kayak.

Pancake Sailor and the developers non-free games are marketed definitely pretty heavily towards VR, but Pancake Sailor actually works bloody fantastic as a Steam Deck game. It is an immediate cozy and chill experience, the moment you open the game and start playing. I can easily see myself talking with someone on the phone while I focus on the conversation and mindlessly sail around in pancake sailor.

Check it out! It is free!

Also the main game is on sale for $5 in the steam summer sale, the game doesn't seem to go cheaper, it isn't necessarily a super rare sale either though so shrugs honestly I recommend just downloading Pancake Sailor and having some fun!

This game will genuinely teach you how to sail, and the really wonderful thing is that if you learn how to sail a really really simple sailboat like this you will understand the basics of how to sail any sailboat, no matter how complex. Yes there are a billion more things to learn with larger sailboats with multiple crew and sails and ways to manipulate those sails... but at the end of the day you are trying to accomplish the same set of maneuevers that will become deeply intuitive to you if you practice sailiing a simple sailboat like this. Honestly, master a boat like this and if someone threw you onto a typical 40 foot monohull sailboat and you had to sail it back to a harbor to save your life, you would be fine. You would do a really shitty job, but again the fundamentalis are the same. This is a human skill I think everyone should explore through video games!

Warning though, once you learn how to sail every time you play a video game where sailboats are just normal boats but with an animated sail that magically changes the wind direction around.. or even if there are true sailing mechanics but they are shallow af, you will become very sad.... :( but then valheim will give you a hug and remind you that there are people out there that really do care.

 

There are some decent deals going on right now, not so much for AAA titles really, they don't seem to be going on sale much in my opinion in the past year or so.

Indie games on the other hand have been having some really great discounts.

Here is the /r/gamedeals steam summer sale thread

https://old.reddit.com/r/GameDeals/comments/1dpxrdr/steam_summer_sale_2023_day_1/

The thread you are really interested in is the Hidden Gems thread tho...

https://old.reddit.com/r/GameDealsMeta/comments/1dpxyff/steam_summer_2024_hidden_gems/

Even more so than steam... I think some of the recent Fanatical bundles have been really great for indie games, I bought almost everything from these bundles

https://www.fanatical.com/en/pick-and-mix/platinum-collection-build-your-own-bundle

https://www.fanatical.com/en/pick-and-mix/build-your-own-revival-bundle

I also picked up a bunch from this one too

https://www.fanatical.com/en/pick-and-mix/build-your-own-handheld-heroes-bundle

I really like the digital board games from direwolf like Instanbul, Everdell, Wings Of Glory. Concordia is also a brilliant digital board game and perhaps one of the best board games ever invented by humanity... (not kidding).

How about y'all? Have you picked up any good indie games for your steam deck lately?

Kinda spent a lot, but with a lot of these indie games, like the big metroidivania games and such I just don't think they are ever going to come down below $3, they aren't worth that little lol anyways.. but just look at the isthereanydeal stats for some of the indie games in the fanatical bundles they straight up destroy steam's "summer sale" in my opinion at least at a cursory glance.

For example, look at "Trinity Fusion" in the "handheld heroes bundle", Steam advertises it on "sale" for $12, but if you buy 5 games or so on fanatical's bundle it is $3....

...just saying, might be a good time to flesh out your steam deck's indie, local co-op, party and retro style catalog!

11
submitted 5 months ago* (last edited 5 months ago) by [email protected] to c/[email protected]
 

This youtuber makes Sky Island playthroughs and I think they are really well done and deserve more views!

 

In the end I don’t think internet users in rich powerful countries are the users most likely to benefit and invest their time into in the fediverse. They might be the ones with the most free time, money and privilege around computers which makes being on the leading edge of niche technologies far easier, but I don’t think using the fediverse vs commercial social media is thattt crucial of a difference for most (add a million qualifiers here except if you are black, queer, trans etc… I am talking in relative terms here) livimg inside the borders of colonial powers like the US, France, Germany etc..

Speaking as a hetero white dude who grew up with a decent amount of privilege the fediverse isn’t for the countless versions of me living within the borders of colonial powers…

It might have been programmers living within the borders of colonial powers that did most of the labor to create the fediverse, and most of the early users might have come from within colonial powers but I think it is important to recognize that the gift that the fediverse represents to the world is the capacity to empower people living outside the borders of colonial powers to own and run their own social networks instead of having some random Facebook employee who doesn’t have the time or basic knowledge of a country to make major decisions about what news accounts to moderate as dangerous spam and what to allow.

From a 30,000 foot view, speaking in broad terms and specific values and priorities, what do you think are the best strategies for flipping the script on the fediverse being mostly a tool used by people within the borders of colonial powers to one used by without and within?

I wonder about the capacities of fediverse software being useful as a compliment to HOT open street mapping type initiatives in the wake of disasters and just in general?

(Are server costs just generally cheaper/easier in colonial countries to run or is it purely a money and time thing? I don’t really know)

 

I have unfortunately not been able to figure out how to load controller configurations that I have shared to steam into games that weren’t the original game I made that controller config in. I click on the controller layout and it fails to load and reverts back to the layout I already had selected.

My recommendation (cobbled together from recommendations from others) for getting around this is adding the file manager "Dolphin" (steam deck already has it) as a non-steam game to steam as well as “Corehunt” (which you have to download from Discover, it is made by the same people that made CoreKeyboard). Or you can just use Dolphin and Corehunt in desktop mode.

https://flathub.org/apps/org.cubocore.CoreHunt

https://gitlab.com/cubocore/coreapps/corehunt

(you already have Dolphin)

Before I start, if y'all have a better way feel free to chime in and show me the light :P.

——

Go to the game you want to copy a controller layout into. Edit one of the default controller layouts, make a random change to it, rename the controller layout to a unique name like TARGET_game then export the file as a personal save (or a personal shareable save I can’t remember which).

———

In Corehunt, search for the file, Corehunt should find the file fairly quickly (it is muchhhh faster, fuzzier and more thorough than the other file search programs I have used on the Steam Deck so far). Note the file path.

———-

If needed, also search the name of the controller layout you want to copy into the game (name that layout something you can search for easily too).

————-

Navigate to the file path for your controller layout you want to copy, click split view in dolphin and then open up the controller layout for the game you want to copy the controller layout into (that contains your “Target_game” file) and… drag and drop copy!

————

Done! Now when you go to browse layouts for your new game, the layout from your old game will show up and be loadable.

Note… you can also look up your steam deck’s file path to controller layouts in a guide or documentation but the filepath is really annoying and one of the folder steps is your steam user-id… so I actually think this explanation is much more concise and easy to do. Just let Corehunt find the folder location for you and then pin it to Dolphin’s sidebar so you can quickly jump to it again.

Steam games should name themselves according to the name you have in Steam, but sometimes the folder name is a number (the steam game’s id number or something).


 

Unironically.

Next time you hear a ridiculous description of the steps required for a ghost summoning or exorcism, just think about all the emails you have gotten from HR that detail the pointlessly overcomplicated process for clocking in and out of work.

Or when you hear Sony just lost all their emails and you are like… what does that even mean?

It’s all just spirit forces blasting back and forth on a cosmic scale of bullshit and silicon.

 

With graphics turned to low (which just looks retro to me and fits the vibe of the game like I am playing midtown madness-ultra) Motor Town is a blast on the Steam Deck!

What really makes it fit well with the deck is the autopilot feature where you can hit a button and your car will automatically navigate to the next step of whatever job you are doing. That makes it perfect for picking up and putting down while you do other stuff.

 

cross-posted from: https://sopuli.xyz/post/12374907

I recently came up with a Steam Deck keybindings layout for Cataclysm DDA after someone asked me about it and it gave me the push I needed to actually sit down and do it the way I wanted to. I think there are some really cool implications for accessibility here as well as this is a pretty damn fast way of inputting keys once you get used to it, and investing the time is worth it since the control scheme laid out here immediately has plug-and-play compatibility with not only a ton of games but also a ton of powerful software tools.

::: spoiler post text contained below


Cataclysm DDA, Vim & WASD

edit: I recommend increasing the transparency of the popup steam menus by a large amount in practice, I kept them fairly opaque to make the video demonstration easier to follow

Vim Ring

From this perspective, the Vim hjkl keys (along with the diagonals y,u,n and b because this is CDDA and we need those diagonals) provide us with a clear idea we can ground our Steam Deck mapping in, and unlike a Vimmer with a qwerty keyboard, we can unfold the keys into the navigational ring (up down left right) Vimmer's imagine in their head to understand Vim qwerty controls.

Not only does this provide an easy way to remember our first choice in dividing the qwerty keyboard into Steam Deck mappings, because this first mapping is based on a conceptual perspective projected onto the qwerty keyboard made literal in the form of a navigational ring, it means that the control scheme has plugin and play compatibility with a dizzying array of software and games that all are part of Vim's ~40 year? tradition and evolution of keyboard controls. Once you memorize the Vim Ring on your Steam Deck you will be able to use it for the rest of your life on joysticks and touchpads, and you can rest assured that other people will be developing vim hjkl based controls for software and games for the rest of your life.

WASD Ring

WASD is probably one of the most well known "conceptual projections" onto the qwerty keyboard right?

It might seem a bittt confusing at first that z and x are the diagonals, but if you remember that this navigational ring is based on WASD, than s has to be down, and thus it becomes intuitive that z and x would be the downward diagonals. The letters q and e are almost without fail where left-lean, right-lean controls are for tactical shooters (for leaning out of cover to shoot) but even to someone unfamiliar with these control schemes, q and e are pretty intuitive.

Center Column

Notice here, that between the Vim and WASD rings is 2x6 column of unbound letters on the keyboard, those being c v, f g, and r t. The natural place for these letters which are frequently used by games and software is the four Steam Deck back buttons L5, R5, L4, R4 and the bumpers R1 and L1. True, vim prioritizes the horizontal home row, but given the accessibility of the other homerow keys in the VIM and WASD rings I don't think this is a serious flaw especially because it is easy to visualize how this column maps to your Steam Deck.

Number Ring

Now for our last navigational ring. This ring was inspired by reading about players admitting to making the extremely chaotic-neutral choice of using the number row rather than the numberpad for navigation lol. Importantly, the number row keys not the numberpad keys are used here so that in conjunction with shift this ring can be used to activate the alt number row commands !@#$%^&*().

Caboose Board

The Caboose Board is where the rest of the letters and punctuation keys go. I call this a "board" not a "ring" because more keys can be fit onto steam's menu system by making two rows then making a ring, which provides a natural place for extensibility for additional critical keys needed only for a specific game or program.

*** Controller Face Buttons, and Left & Right Triggers. At this point all the letters from the qwerty keyboard are mapped onto the onboard Steam Deck controls. We just need to tidy up and map a few remaining keys outside of the main 3 rows of the keyboard and make some quality of life mappings for important controls in Cataclysm DDA.

Notice that up until this step, other than starting from the assumption that mouse control is unneeded for this mapping, I haven't made any keyboard mappings that are only memorable or salient in the context of Cataclysm DDA. Only after this point am I actually assigning keys to the facebuttons of the Steam Deck based on the specific requirements of Cataclysm DDA. Think about how much easier this makes it to create and memorize the muscle memory of mappings for the next complicated game you want to tackle creating Steam Deck bindings for, if it is a roguelike or other game/software that can be played without a mouse than at least 85% of these mappings don't need to be changed. If mouse control is needed, it is easy to imagine slotting the number ring into a toggleable alternate menu that shares the same control binding. Or the caboose.

These final mappings are pretty intuitive to anybody who has used a gamepad a lot (especially xbox controller). Escape is mapped to the menu face button, tab to the view face button, backspace maps to the x facebutton of course and thus its counterpart, spacebar, naturally slots into the b facebutton, enter should go nowhere else than right trigger and shift on the left trigger allows the shift key to easily be held like it is intended to be on a qwerty keyboard.

Some final quality of life tweaks for CDDA, a single press of the y facebutton activates the / key to bring up the advanced inventory management screen (absolutely amazingly powerful utility in CDDA) and a double press of the y facebutton activates they ? key to bring up list of commands with plain english search. A single press of the a facebutton is mapped to " which brings up the movement toggle (run, walk, crouch, prone). A double press brings up the mutations menu with [ (a somewhat tenous mapping to remember I concede, this is a draft tho). For now I have the thumbstick buttons mapped to + and -.

A Final Note On Menus

It is important to adjust the in menu sensitivity especially for navigational rings like the Vim Ring, WASD Ring and Number Ring. Typically for a ring assigned to a joystick one might want to set menu button activation to continous (with these repeat turbo settings) and tweak sensitivity so it is easy to reach the menu buttons on the far edges of the menu without it being uncomfortable or resulting in accidental activations of other keys.

 

Cataclysm DDA, Vim & WASD - Implications For Generalist Translations Of Qwerty Layouts To The Steam Deck

link to video demonstration on Peertube instance

Steam Deck controller config available by renaming Cataclysm DDA in your steam library (added as a non-steam game) to Cataclysm: Dark Days Ahead and then searching under community layouts for "Cataclysm DDA full keyboard mapping".

edit: I recommend increasing the transparency of the popup steam menus by a large amount in practice, I kept them fairly opaque to make the video demonstration easier to follow

Here is my setup!

Vim Ring - my preference -> left joystick (no reason these can't be shuffled around tho)

The Vim hjkl keys (along with the diagonals y u n b because this is CDDA and we need those diagonals) provide us with a clear idea we can ground the Steam Deck mapping in, and unlike a Vimmer with a qwerty keyboard, we can unfold the keys into the navigational ring (up down left right) Vimmer's imagine in their head to understand Vim qwerty controls.

Not only does this provide an easy way to remember our first choice in dividing the qwerty keyboard into Steam Deck mappings, it also means that the control scheme has plug and play compatibility with a dizzying array of software and games that all are part of Vim's ~40 year tradition and evolution of keyboard controls. Once you memorize the Vim Ring on your Steam Deck you will be able to use it for the rest of your life on joysticks and touchpads, and you can rest assured that other people will be developing vim hjkl based controls for software and games for the rest of your life.

WASD Ring - my preference -> left trackpad

WASD is probably one of the most well known "conceptual projections" onto the qwerty keyboard right?

It might seem a bittt confusing at first that z and x are the diagonals, but if you remember that this navigational ring is based on WASD, than s has to be down, and thus it becomes intuitive that z and x would be the downward diagonals. The letters q and e are almost without fail where left-lean, right-lean controls are for tactical shooters (for leaning out of cover to shoot) but even to someone unfamiliar with these control schemes, q and e are pretty intuitive.

Center Column

Notice here, that between the Vim and WASD rings is 2x3 column of unbound letters on the keyboard, those being c v, f g, and r t. The natural place for these letters which are frequently used by games and software is the four Steam Deck back buttons L5, R5, L4, R4 and the bumpers R1 and L1. True, vim prioritizes the horizontal home row, but given the accessibility of the other homerow keys in the VIM and WASD rings I don't think this is a serious flaw especially because it is easy to visualize how this column maps to your Steam Deck.

Number Ring - my preference -> right trackpad

Now for our last navigational ring. This ring was inspired by reading about players admitting to making the extremely chaotic-neutral choice of using the number row rather than the numberpad for navigation lol. We could just recreate the numberpad in a menu, but we already have two rings, and if anything nudging the numberpad into a ring shape makes activation from a touchpad or a joystick much more intuitive, it also expresses directly the meaning of the numberpad in terms of navigation while allowing quick access to each number for rapid input. Importantly, the number row keys not the numberpad keys are used here so that in conjunction with shift this ring can be used to activate the alt number row commands !@#$%^&*().

Caboose Board - my preference -> right joystick

The Caboose Board is where the rest of the letters and punctuation keys go. I call this a "board" not a "ring" because more keys can be fit onto steam's menu system by making two rows then making a ring, which provides a natural place for extensibility for additional critical keys needed only for a specific game or program that won't mess up carefully arranged rings.

Controller Face Buttons, and Left & Right Triggers.

At this point all the letters from the qwerty keyboard are mapped onto the onboard Steam Deck controls. We just need to tidy up and map a few remaining keys outside of the main 3 rows of the keyboard and make some quality of life mappings for important controls in Cataclysm DDA.

Up until this step, other than starting from the assumption that mouse control is unneeded for this mapping, I haven't made any keyboard mappings that are only memorable or salient in the context of Cataclysm DDA. Only after this point am I actually assigning keys to the facebuttons of the Steam Deck based on the specific requirements of Cataclysm DDA. Think about how much easier this makes it to create and memorize the muscle memory of mappings for the next complicated game you want to tackle creating Steam Deck bindings for, if it is a roguelike or other game/software that can be played without a mouse than at least 85% of these mappings don't need to be changed. If mouse control is needed, it is easy to imagine slotting the number ring into a toggleable alternate menu that shares the same control binding. Or the caboose.

These final mappings are intended to be intuitive to someone who has used a gamepad a lot (especially xbox controller). Escape is mapped to the menu face button, tab to the view face button, backspace maps to the x facebutton, spacebar to the b facebutton, enter to the right trigger and shift to the left trigger allowing the shift key to easily be held like it is intended to be on a qwerty keyboard.

Some final quality of life tweaks for CDDA, a single press of the y facebutton activates the / key to bring up the advanced inventory management screen (absolutely amazingly powerful utility in CDDA) and a double press of the y facebutton activates they ? key to bring up list of commands with plain english search. A single press of the a facebutton is mapped to " which brings up the movement toggle (run, walk, crouch, prone). A double press brings up the mutations menu with [ (a somewhat tenous mapping to remember I concede, this is a draft tho). For now I have the thumbstick buttons mapped to + and -.

A Final Note On Menus

It is important to adjust the in menu sensitivity especially for navigational rings like the Vim Ring, WASD Ring and Number Ring. Typically for a ring assigned to a joystick one might want to set menu button activation to continous (with these repeat turbo settings) and tweak sensitivity so it is easy to reach the menu buttons on the far edges of the menu without it being uncomfortable or resulting in accidental activations of other keys.

 

I was looking for a good generalist set of keybindings for my Steam Deck's onboard controls that bound all the letter keys and also the necessary commands to navigate web pages and manipulate files. There isn't any obvious layout to bind all the gamepad buttons, joysticks and touchpads to letter keys and keyboard commands/command chords, and further it feels like whatever solution you came up with would be impossible to memorize anyways.

Kind of a silly endeavor perhaps, but... touchscreen keyboards take up wayyyyy too much screen real estate on the Steam Deck, and further the pop up software keyboard sometimes doesn't behave right with software that isn't expecting a pop up touchscreen keyboard (i.e., not like a mobile app designed to handle one).

Then I randomly thought about Qutebrowser and vim keybindings... and I had an evil idea.....

I want to try using this with neovim as well, and I thought y'all might get a kick out of it lol!

edit errr, oooff I don't know how to get lemmy not to dump the text from my linked post completely unformated into this post

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