It’s been about a year since Valve announced the Steam Deck. Back then, I pre-ordered it as soon as I could, then things were quiet for a year. A few days ago I received the availability notice:
I completed the purchase, and it arrived a few days later.
Steam Deck Arrival
I unpacked it, plugged in the charger, and turned it on. The initial setup was effectively just entering my credentials and waiting for it to be ready to use. Using a Steam Deck for the first time was quite interesting.
The hardware side already feels a bit familiar with some similarities to the Steam Controller tech. The Steam Deck’s touchpads use a similar haptic feedback system to make them feel like physical omnidirectional flywheels (flyspheres?).
On the software side, the Steam Deck’s UI seems to not borrow as much from Big Picture mode. It is more of a refined, controller-friendly experience similar to what you get on a computer. I generally don’t play anything with a controller, but with a bit of practice, it is very easy to navigate and move around. Kids will pick this up in seconds.
The next step is getting a Godot game running on it.
Just a couple of days ago, Godot 4.0 alpha 17 was announced. Today, Godot Engine 4.0 beta 1 was released. Be sure to check out the announcement. There are lots of improvements across the board; rendering, lighting, physics and navigation, animation, and scripting.
The first alpha of the inventory system v2 is now available. For v2, a lot of refactoring work has been done with a focus on improving the developer experience. As part of that, the naming convention of the addon classes was streamlined and is more consistent now. The GDScript documentation comments have been improved significantly …
This release contains the new Godot editor integrations. It offers an Item Library bottom panel that makes it easier to manage your inventory item types, and an inspector plugin that lets you edit items in a GGItemCollection. This also reduces the need for manually creating GGItemData resources, which simplifies item management at design time significantly. …
I’m wrapping up development on version 1 of the Inventory System, which is currently at v1.18.1. All core functionality is in place, and it provides many quality-of-life features. The guide covers and walks through most of the code base, and the demo projects show off a lot of use cases. This first version has been …
My Steam Deck has arrived!
It’s been about a year since Valve announced the Steam Deck. Back then, I pre-ordered it as soon as I could, then things were quiet for a year. A few days ago I received the availability notice:
I completed the purchase, and it arrived a few days later.
Steam Deck Arrival
I unpacked it, plugged in the charger, and turned it on. The initial setup was effectively just entering my credentials and waiting for it to be ready to use. Using a Steam Deck for the first time was quite interesting.
The hardware side already feels a bit familiar with some similarities to the Steam Controller tech. The Steam Deck’s touchpads use a similar haptic feedback system to make them feel like physical omnidirectional flywheels (flyspheres?).
On the software side, the Steam Deck’s UI seems to not borrow as much from Big Picture mode. It is more of a refined, controller-friendly experience similar to what you get on a computer. I generally don’t play anything with a controller, but with a bit of practice, it is very easy to navigate and move around. Kids will pick this up in seconds.
The next step is getting a Godot game running on it.
Related Posts
Godot Engine 4 reaches beta
Just a couple of days ago, Godot 4.0 alpha 17 was announced. Today, Godot Engine 4.0 beta 1 was released. Be sure to check out the announcement. There are lots of improvements across the board; rendering, lighting, physics and navigation, animation, and scripting.
Inventory System 2 Alpha 1 available
The first alpha of the inventory system v2 is now available. For v2, a lot of refactoring work has been done with a focus on improving the developer experience. As part of that, the naming convention of the addon classes was streamlined and is more consistent now. The GDScript documentation comments have been improved significantly …
Inventory System 2 Alpha 2 available
This release contains the new Godot editor integrations. It offers an Item Library bottom panel that makes it easier to manage your inventory item types, and an inspector plugin that lets you edit items in a GGItemCollection. This also reduces the need for manually creating GGItemData resources, which simplifies item management at design time significantly. …
Inventory System v1.18.1 available (and v2 progress update)
I’m wrapping up development on version 1 of the Inventory System, which is currently at v1.18.1. All core functionality is in place, and it provides many quality-of-life features. The guide covers and walks through most of the code base, and the demo projects show off a lot of use cases. This first version has been …