Live gameplay frame used for the bounding box, tight crop, and annotated context image of the left-side character roster and selected McCoy portrait HUD.Visual reference from Desperados 3 Let's Play Gameplay Walkthrough Pt 5 Bridge At Eagle Falls [1440p w/ Commentary] at 6:50-6:53Game UI Database HUD screenshots describe gameplay screens with character portraits, action bar, and minimap.Screenshot 43: All Gameplay & HUD Screens Tags: All Gameplay & HUD Screens Section: HUD and Overlays Screenshot 44: All Gameplay & HUD Screens Tags: All Gameplay & HUD Screens
Materials v

Character Roster And Selected Portrait

Desperados 3 cover

Desperados 3

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

1. Summary

Left-side gameplay HUD that combines a vertical party roster with a larger bottom-left portrait for the currently selected character. It lets the player confirm who is controllable, who is selected, and where that character's action bar context begins.

Overview

The Character Roster And Selected Portrait HUD is the left-side character identity cluster used during missions. It shows the available squad members as small numbered portraits, then repeats the currently selected character as a larger named portrait in the bottom-left corner. In the inspected gameplay frame, McCoy is selected, while Cooper, McCoy, and Kate are visible in the roster.

Full gameplay frame with the character roster and selected portrait HUD highlighted on the left side
Tight crop of the left-side roster and selected McCoy portrait panel

The component is a persistent, non-diegetic gameplay HUD element. Its visual job is to keep party composition, current selection, and character identity visible while the player evaluates the tactical scene and uses the adjacent action controls.

Job Story

When I am controlling a multi-character stealth mission, I want the HUD to show the full controllable roster and the currently selected character, so that I can switch tactics quickly and avoid issuing actions to the wrong squad member.

Classification

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

Wireframe

[Left screen edge]
+----+
| 1  | Cooper small portrait
+----+
| 2  | McCoy small portrait
+----+
|    |
+----+
| 4  | Kate small portrait
+----+

+----------------+
| Selected face  |
|     McCoy      |  [time controls] [action bar begins]
+----------------+

Components

  • Vertical roster rail attached to the left HUD frame.
  • Small character portrait tiles with numeric slot labels.
  • Empty/unused slot spacing where a party member slot is not currently occupied.
  • Large selected-character portrait panel.
  • Character name label below the large portrait.
  • Adjacent timing/playback controls and action bar handoff area.

Parameters & Audio

ParameterValue
Visual feedback should prioritize immediate selection recognitionthe large portrait/name changes with the selected character, while the roster tile state should visibly mark which character is active. Selection changes should be paired with a short UI confirmation sound or subtle portrait highlight, but no source evidence confirmed the exact audio asset.

Dependencies & Logic

  • Depends on the current mission party composition, each character's alive/available state, current selection, and the ability system that populates the adjacent action bar. It also depends on input bindings for direct character selection and any Showdown/planning mode state that must preserve selected-character context.

BDD Scenarios

Scenario: Display current party roster

Given
a gameplay mission has multiple controllable characters available
When
the HUD is visible
Then
the left edge shows portrait tiles for the available party members

Scenario: Show selected character

Given
McCoy is the currently selected character
When
the player looks at the bottom-left HUD panel
Then
the large portrait panel shows McCoy's face and name

Scenario: Change selected character

Given
more than one character is available in the roster
When
the player selects another character portrait or uses the matching hotkey
Then
the large portrait panel updates to the newly selected character the adjacent action bar updates to that character's abilities

Scenario: Preserve selection context during planning

Given
the player is using tactical planning or Showdown-related controls
When
the planning UI is active
Then
the selected character portrait remains visible so queued actions stay attributable to the correct character

Edge Cases

  • If only one character is available, the roster should avoid implying hidden selectable party members while still showing the selected portrait.
  • If a character is downed, captured, absent, or temporarily unusable, the portrait state must communicate that status without reordering other slots unexpectedly.
  • Empty roster slots should not be mistaken for disabled characters; spacing or framing must clarify whether the slot is unused.
  • If the selected character becomes unavailable, focus should move to a valid character and the large portrait should update immediately.
  • During cinematic overlays, menus, or pause/map screens, this HUD may be hidden or superseded by the current interface layer.

QA Notes

  • Verify each controllable character appears in the roster with the correct portrait and slot/hotkey label.
  • Verify selecting each roster portrait updates the large selected portrait, name label, and adjacent action bar.
  • Verify disabled/downed/unavailable character states are visibly different from selectable portraits.
  • Verify the roster remains anchored to the left edge and the selected portrait remains in the bottom-left corner across supported aspect ratios.
  • Verify the HUD does not obscure critical gameplay targets near the lower-left playfield.

References

  1. 1.

    Desperados 3 Let's Play Gameplay Walkthrough Pt 5 Bridge At Eagle Falls [1440p w/ Commentary] (6:50-6:53)

  2. 2.

    Desperados III (L272-282 of 283)