Desperados 3 GDD
UI/HUD

Desperados 3
- Status
- Released
- Year
- 2020
- Genre
- Strategy
- Platforms
- Windows, macOS, Linux
Desperados III uses a readable Western-styled tactical HUD that keeps the isometric playfield central while exposing character selection, action hotkeys, resources, quicksave/quickload, objectives, minimap, alerts, tutorials, vision cones, interaction prompts, and Showdown execution controls. The broader UI flow supports pause/save recovery, mission failure retry, badge results, replay analysis, statistics, and mission select so players can plan, execute, reload, and improve stealth runs without losing spatial or systemic feedback.
UI/HUD Summary
Desperados III’s interface is a non-diegetic and spatial tactical layer built around one priority: keep the player able to read the stealth puzzle while acting in real time. Persistent edge HUD elements frame the isometric playfield, while spatial overlays project perception, targeting, interaction, and Showdown information directly into the world.
The UI supports four connected jobs:
| UI Job | Player Decision Supported | Primary Elements |
|---|---|---|
| Read the mission state | What is the current objective, route, risk, and recovery option? | Mission objective panel, minimap, top quick menu, pause map, objective notifications |
| Command the squad | Who is selected, what can they do, and what will an action cost? | Character roster, selected portrait, action bar, hotkeys, resource counters, targeting prompts |
| Evaluate stealth risk | What can see/hear this action, and what is about to escalate? | Enemy vision cones, selected viewcones, alert markers, body/objective notifications, tutorial hints |
| Iterate and improve | Should the player retry, continue, replay, or optimize? | Quicksave/quickload, failure recovery, badges, replay viewer, statistics, mission select |
In-Mission HUD Layout
The live gameplay HUD preserves the center of the screen for the tactical map. Persistent controls sit along the edges and bottom, with transient overlays appearing only when the current state requires them.
+--------------------------------------------------------------------------------+
| MENU / ESC | QUICKSAVE / F5 | QUICKLOAD / F8 |
| |
| Isometric tactical playfield |
| spatial overlays: vision cones, prompts, alerts, Showdown markers |
| |
| [roster] [alert/hint rail]|
| [selected portrait] [character action bar / hotkeys] [minimap] |
+--------------------------------------------------------------------------------+
| Element | Placement | Core Behavior | Gameplay Dependency |
|---|---|---|---|
| Top quick menu bar | Top center | Shows MENU / ESC, QUICKSAVE / F5, and QUICKLOAD / F8 during active missions |
Save/load availability, pause flow, current mission state |
| Character roster and selected portrait | Left edge and bottom-left | Shows available squad members and the currently selected character; switching character refreshes the action bar | Party composition, character availability, selected-character state |
| Character action bar | Bottom center | Shows the selected character’s actions, hotkeys, and resource counters; used for live action and Showdown queueing | Ability loadout, hotkey bindings, ammo/charges/cooldowns, target validity |
| Gameplay minimap | Bottom-right | Circular parchment map with local terrain/route context and colored position markers | Mission map, party position, camera/map state |
| Right-side alert and hint buttons | Right edge above minimap | Shows warning/hint affordances, including NEW HINT! (K) callout when guidance is available |
Tutorial/hint triggers, alert states, input bindings |
| Mission objective panel | Left-center overlay when opened | Lists current/completed objectives with green check styling and contextual tooltip support | Mission script state, objective completion flags, tooltip data |
Spatial Tactical Overlays
Spatial markers are the most important HUD feedback for tactical decision-making because they are anchored to the game world rather than separated into a detached information panel.
| Overlay | Visual Language | Player Use |
|---|---|---|
| Enemy vision cones | Translucent ground wedges with striped fill; green for evaluated coverage, magenta/purple for selected or marked coverage; yellow/red states are used for suspicion/detection in related mechanics | Judge safe routes, watcher coverage, body discovery risk, and timing windows |
| Interaction prompts | Compact world-space labels near valid targets or objects, such as a Use prompt |
Confirm that the selected character has a valid nearby interaction |
| Alert markers | Floating high-contrast icons, such as exclamation markers above relevant world points | Direct attention to danger, points of interest, or tactical state changes |
| Showdown markers and lines | Circular queued-action markers plus targeting lines in the playfield | Confirm who/what will be affected by queued synchronized actions |
| Objective notifications | HUD notifications during objective state changes | Keep the player oriented when mission goals update mid-play |
Spatial overlays must remain synchronized with enemy AI, terrain obstruction, ability targeting, and camera movement. If an enemy moves, a target becomes invalid, or line of sight changes, markers should update or clear immediately instead of leaving stale tactical information.
Showdown Mode UI
Showdown Mode adds a planning/execution layer on top of the normal HUD instead of replacing it. The selected portrait, action bar, minimap, quick menu, and spatial markers remain visible so the player can queue actions with full tactical context.
| State | UI Feedback | Required Behavior |
|---|---|---|
| Showdown inactive | Standard gameplay HUD only | No Continue/Execute prompt or queued-action markers |
| Planning active | Lower-center CONTINUE and EXECUTE prompt appears above the action bar |
Player can select characters/abilities and assign queued actions |
| Action queued | Circular marker and targeting line appear at the target/destination | Marker remains tied to character/action data until changed, canceled, or executed |
| Execute | EXECUTE commits eligible queued actions |
Actions resolve in real time with normal vision, noise, body, resource, and alarm consequences |
| Continue/cancel | CONTINUE resumes or exits without firing all queued actions |
No ammo, movement, or ability should be consumed by leaving planning state |
The UI should make Showdown feel like tactical rehearsal, not guaranteed safety. It must still expose invalid targets, resource limits, pathing problems, enemy coverage, and timing risk.
Tutorial, Hint, and Guidance UI
Tutorial guidance appears in two forms:
| Form | Presentation | Usage |
|---|---|---|
| Contextual prompt | Small translucent label over the gameplay scene, such as movement instruction using the left mouse button | Teaches immediate controls in the exact mission context where they are needed |
| Instruction slide | Larger framed tutorial panel over gameplay context, with title, example image, explanatory text, and close action | Explains systems such as viewcones, takedowns, knockouts, and other tactical concepts |
| Hint overlay | Opened from the right-side hint rail when a NEW HINT! callout is available |
Gives optional guidance without permanently blocking the normal HUD layout |
Tutorial text and input labels must follow the current control scheme and localization. Modal tutorial slides should block accidental tactical commands until dismissed; lightweight prompts should preserve situational awareness.
Pause, Save, and Failure Recovery
Save iteration is a core part of the tactical loop, so recovery UI is not secondary convenience UI.
| Screen / Flow | Main Components | Design Function |
|---|---|---|
| Pause menu and area map | Left column with recent save slots and actions (CONTINUE, LOAD, SAVE, OPTIONS, TUTORIALS, RESTART, MAIN MENU); right-side circular mission area map |
Lets the player pause, review space, save/load, open tutorials/options, restart, or leave while retaining map context |
| Confirmation modals | Centered dialog over dimmed pause/menu context | Protects destructive exits or mission abandonment |
| Mission failed recovery screen | MISSION FAILED state, recent save cards, LOAD, HIDE, RESTART, MAIN MENU, failure-cause text such as a critical character death |
Turns hard failure into a clear retry/inspect/restart choice |
| Loading/recovery transitions | Loading flow after load/restart/quickload | Must restore saved tactical and HUD state without leaked alerts, stale markers, or invalid resources |
Failure and recovery UI should identify the cause when the game can determine it, such as a required character dying. It should also keep recent-save loading prominent because quick iteration is part of the intended play pattern.
Post-Mission and Replay UI
The post-mission UI converts a completed run into replay motivation and performance analysis.
flowchart LR
A[Mission complete] --> B[Badges results]
B --> C[Mission replay viewer]
C --> D[Statistics screen]
D --> E[Mission select world map]
E --> F[Replay for remaining badges or challenges]
| Screen | Player-Facing Data | Player Decision Supported |
|---|---|---|
| Mission Badges results | Badge medallion, mission-specific challenge rows, green completed text, partial counters, CONTINUE |
Which optional goals were earned, missed, or partially progressed? |
| Mission Replay Viewer | Overhead tactical map, character route lines, kill/event markers, top counters, timeline scrubber, playback speed, SAVE REPLAY, BACK, CONTINUE |
How did the route actually play out, and is the run worth saving or optimizing? |
| Post-Mission Statistics | Difficulty, completion time, save/load count, alarms, kills, injuries, civilians killed, bodies discovered, most kills/deaths, per-character cards | Was the run clean, fast, efficient, or worth replaying? |
| Mission Select World Map | Parchment world map, selected mission marker, mission/chapter panel, PLAY, replay/tutorial/challenge navigation |
Which completed or available mission should be replayed next? |
This flow aligns with the challenge economy: badges and statistics do not grant power, but they make mastery goals visible and encourage alternate routes, no-save attempts, no-firearm attempts, speedruns, higher difficulty clears, and other mission-specific constraints.
State and Feedback Rules
| State | Required UI Feedback |
|---|---|
| Character switched | Roster selection, selected portrait/name, action bar icons, hotkeys, counters, and target validity refresh immediately |
| Ability unavailable | Slot should remain spatially stable but clearly dim/disable; invalid use should not spend resources |
| Limited resource spent | Counter updates on successful use; zero-resource state disables further use |
| Objective completed or updated | Objective panel and/or notification reflects new state; completed rows use green/check treatment |
| Enemy suspicion/detection changing | Vision and alert feedback must communicate escalating risk before/when alarm resolves |
| Body discovered or alarm raised | Alert/notification feedback should draw attention without hiding core command controls |
| Save unavailable | Save command appears disabled or denies gracefully through feedback; quick menu remains compact |
| Quickload/reload completed | HUD, AI, bodies, objectives, resources, camera/selection, and queued/planning state restore only from the saved point |
| Post-mission data shown | Badge, replay, and statistics screens must reflect the completed run, not previous attempts |