Redesigning the Diddy Kong Racing Recompile Launcher | UI/UX & Controller Support
Art In Games
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Redesigning the Diddy Kong Racing Recompile Launcher | UI/UX & Controller Support
8 просмотров · 8 часов назад
Art In Games
15 подписчиков
8 просмотров · 8 часов назад
I've been working on a major UI/UX overhaul for the Diddy Kong Racing Recompile launcher, and in this video I want to show the progress so far.
One of the biggest goals has been making the entire launcher much more controller-friendly. When I started working on the new UI, I realized I was designing everything around the way I use a computer — keyboard and mouse. But that doesn't work for everyone, especially people playing from a couch, using a controller, or running the game on devices like the Steam Deck.
So I've been rethinking the launcher navigation, visual hierarchy, controls, readability, and overall experience while trying to preserve the playful identity of Diddy Kong Racing.
In this video I go through some of the main changes, including:
• Controller-friendly navigation throughout the launcher
• Reworked sidebar navigation and menu ordering
• Moving DKRR Online closer to Play
• Preparing the interface for a future built-in Mod Store
• Redesigned Graphics and Sound settings
• Consistent checkboxes, sliders, buttons, and UI components
• Improved Controls configuration
• Save Manager and unlock editing
• Better organization of characters, textures, mods, and other features
• Keeping the transparent, colorful, early-2000s-inspired visual identity of the launcher
I'm also continuing development of Track Lab, the custom track creation tool for Diddy Kong Racing Recompile.
There is still plenty to refine — especially balancing readability with the more playful visual style — but this is where the launcher currently stands.
Let me know what you think about the new UI, the controller navigation, and what you would change.
Thanks for watching!