Live gameplay frame at 1602.5s shows the selected character action bar at bottom center with ability slots, hotkeys, and a visible resource counter.Visual reference from Desperados 3 Let's Play Gameplay Walkthrough Pt 1 Prologue & Byers Pass [1440p w/ Commentary] at 26:40-26:45Game UI Database screenshot description identifies character portraits, a bottom action bar with key bindings, and minimap in gameplay HUD context.Screenshot 33: Missions and Quests Tags: Missions and QuestsHUD and overlay screenshot descriptions repeatedly identify the gameplay HUD as including a character portrait/action bar, ability bar, minimap, and Showdown Mode context.Screenshot 41: Notification: Tutorials & Hints Tags: Notification: Tutorials & Hints Section: HUD and Overlays Screenshot 42: Waypoints and Markers Tags: Waypoints and Markers,...
Materials v

Character Action Bar

Desperados 3 cover

Desperados 3

Status
Released
Year
2020
Genre
Strategy
Platforms
Windows, macOS, Linux

1. Summary

Bottom-center HUD strip that exposes the selected character's available actions, items, and hotkeys during tactical gameplay. The bar pairs framed ability icons with keyboard labels and counters so the player can choose or queue character-specific actions without leaving the playfield.

Overview

The Character Action Bar is the compact bottom-center HUD strip used to select the current character’s tactical actions. In live gameplay it sits just above the lower decorative frame, visually grouped with the selected portrait on the left and the minimap on the right, while keeping the main playfield unobstructed.

Full gameplay HUD with the Character Action Bar highlighted at the bottom center

The bar is built from framed ability/item slots. Each slot shows an icon, a keyboard binding label below the icon, and optional counters for limited-use actions. In the McCoy gameplay capture, the visible labels include CTRL, SPACE, A, S, D, and G, with one ability showing a 3/5 counter above the slot.

Tight crop of McCoy's action bar showing ability icons, hotkeys, and a resource counter

Because it is character-driven, the bar should be read together with the selected portrait/roster state: changing characters changes the available actions, while Showdown Mode uses the same slots as the player’s entry point for queuing planned actions.

Job Story

When I am controlling a character in a tactical encounter, I want their available actions and hotkeys visible at the bottom of the screen, so that I can quickly select, target, or queue the right ability without losing sight of enemy positions.

Classification

  • diegesis: Non-diegetic
  • functional_type: HUD
  • component_type: List/grid

Wireframe

┌─────────────────────────────────────────────────────────────┐
│                         Playfield                           │
│                                                             │
│ [Roster]                                      [Alerts]      │
│                                                             │
│ [Selected Portrait]   [CTRL][SPACE][ A ][ S ][ D ][ G ] [Map]│
│                       Character Action Bar                  │
└─────────────────────────────────────────────────────────────┘

Components

  • Ability/item slots: framed square icons representing character-specific actions.
  • Keyboard labels: small bottom tabs showing the bound key for each slot.
  • Resource counters: compact numeric overlays for limited-use abilities or item charges.
  • Selection/highlight treatment: visual emphasis for the active slot during targeting or queued planning.
  • HUD frame: decorative bottom-frame container that aligns the strip with the portrait and minimap HUD elements.

Parameters & Audio

ParameterValue
Visual feedback should include clear hover/selection highlighting, a disabled treatment for unusable actions, and counter changes when charges are spent. Ability selection and invalid-use attempts should have short, distinct UI sounds; Showdown queued actions should provide confirmatory feedback without obscuring the playfield. No haptic-specific behavior is evidenced for this PC HUD capture.Visual feedback should include clear hover/selection highlighting, a disabled treatment for unusable actions, and counter changes when charges are spent. Ability selection and invalid-use attempts should have short, distinct UI sounds; Showdown queued actions should provide confirmatory feedback without obscuring the playfield. No haptic-specific behavior is evidenced for this PC HUD capture.

Dependencies & Logic

  • Selected character determines which slots, icons, labels, and counters are shown.
  • Ability availability depends on game state: character status, cooldowns, remaining charges/ammo, target validity, and whether Showdown Mode is active.
  • Hotkey labels depend on the current controls configuration.
  • The bar coordinates with targeting overlays, enemy perception cones, and queued Showdown actions so that selecting an ability produces the correct spatial affordance in the playfield.

BDD Scenarios

Scenario: Select an available action

Given
McCoy is the selected character during gameplay
When
the player presses the hotkey shown under an available ability slot
Then
that ability becomes the active action for targeting or execution
And
the character action bar is visible at the bottom center of the HUD

Scenario: Switch selected character

Given
multiple characters are available in the roster
When
the player selects a different character
Then
the action bar updates to show that character's ability slots, hotkeys, and resource counters

Scenario: Queue an action in Showdown Mode

Given
Showdown Mode is active
When
the player selects an ability and assigns a valid target
Then
the planned action is queued for later synchronized execution
And
the selected character has an available ability in the action bar

Scenario: Use a limited-resource ability

Given
an ability slot displays a remaining-use counter
When
the player successfully uses that ability
Then
the counter decreases to reflect the spent charge
And
the slot becomes unavailable if no charges remain

Edge Cases

  • A character has fewer abilities than the slot layout can support: unused slots should remain empty or hidden without shifting core hotkeys unexpectedly.
  • A target is invalid or out of range: the selected slot should remain readable while the targeting affordance communicates the invalid state.
  • A limited-use item reaches zero charges: the slot should visibly disable and preserve the spent counter state.
  • Control bindings are changed: the label under each slot must update to the current key binding.
  • Showdown Mode is entered or exited while an ability is selected: queued/active state must clear or persist according to the planning rules without leaving a stale highlight.

QA Notes

  • Verify the bar stays bottom-centered and does not overlap the selected portrait, roster, right-side alert buttons, or minimap at supported aspect ratios.
  • Verify hotkey labels match the current key binding configuration for each selected character.
  • Verify counters update immediately after using limited-resource abilities.
  • Verify selection highlights, disabled states, and Showdown queued states are distinguishable against bright and dark mission environments.
  • Verify character switching refreshes icons and counters without carrying over the previous character's active-slot highlight.

References

  1. 1.

    Desperados 3 Let's Play Gameplay Walkthrough Pt 1 Prologue & Byers Pass [1440p w/ Commentary] (26:40-26:45)

  2. 2.

    Desperados III (L208-212 of 283)

  3. 3.

    Desperados III (L260-282 of 283)