this post was submitted on 07 May 2024
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Cataclysm: Dark Days Ahead

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Cataclysm: Dark Days Ahead

Cataclysm: Dark Days Ahead, or C:DDA, is an open source post-apocalyptic turn-based survival RPG that challenges players to not only survive, but battle a wide range of zombies and other terrifying creatures that threaten their lives. Newcomers are recommended to play the most recent stable release - 0.G - Gaiman

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Cataclysm: Bright Nights

Fork of C:DDA with emphasis on combat, gameplay balance, and QoL

Cataclysm: Looming Darkness

Multiplayer rewrite by /u/stolencatkarma^reddit^

WatchCDDA

Cataclysm: DDA SSH server by /u/r7st^reddit^

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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.

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