Screenshot 33 documents the open mission objective menu alongside normal gameplay HUD elements; used for panel layout, components, and cropped/annotated images.Screenshot 33: Missions and Quests Tags: Missions and QuestsScreenshot 44 documents HUD objective notification behavior during gameplay; used for objective update notification state and QA coverage.Screenshot 44: All Gameplay & HUD Screens Tags: All Gameplay & HUD Screens
Materials v

Mission Objective Panel

Desperados 3 cover

Desperados 3

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

1. Summary

Open mission-info HUD panel that lists the player’s current mission objectives while the isometric gameplay view remains visible. In the captured state it shows completed objective rows, a contextual objective tooltip, category tabs, and a close control layered beside the standard character, action bar, minimap, and tutorial HUD.

Overview

The mission objective panel is a non-diegetic gameplay HUD overlay used to review current mission goals without leaving the isometric tactical view. In the captured state, the player has the MISSION INFO panel open while controlling Cooper in the prologue canyon area. The panel lists objectives such as Catch up to Your Father and Distract the Guard, shows green completion check marks, and displays contextual guidance for a selected objective.

Full gameplay HUD with the mission objective panel open on the left side
Tight crop of the Mission Info objective panel showing objective rows and completion checks

The panel uses a dark parchment-like rectangular surface, green objective text, and compact icon tabs above the header. It stays spatially integrated with the rest of the mission HUD: character portraits remain on the left, the action bar stays along the bottom, quick menu controls remain at the top, and the minimap remains in the lower-right corner.

Job Story

When I am playing a tactical mission and need to confirm what the scenario currently expects, I want to open a mission objective panel without leaving the gameplay view, so that I can plan my next stealth action while keeping spatial context.

Classification

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

Wireframe

┌──────────────────────────────────────────────────────────────┐
│ Top quick menu                                                │
├───────────────┬──────────────────────────────────────┬───────┤
│ portrait rail │                                      │       │
│               │  [tabs: ✓ ? speech star]             │       │
│               │  ┌──────────────────────────────┐    │       │
│               │  │         MISSION INFO      X  │    │       │
│               │  │ icon  Objective row      ✓   │──┐ │       │
│               │  │ bullet Objective row     ✓   │  │ tooltip
│               │  │                              │──┘ │       │
│               │  └──────────────────────────────┘    │       │
│               │                                      │ minimap
├───────────────┴──────────── action bar ──────────────┴───────┤
└──────────────────────────────────────────────────────────────┘

Components

  • Mission info panel container: dark semi-opaque rectangular overlay with subtle border and Western ornament styling.
  • Category tabs: icon buttons above the panel for switching between mission/info categories.
  • Header label: centered MISSION INFO title.
  • Close button: small red circular button on the panel’s upper-right corner.
  • Objective rows: stacked list entries with icon/bullet, objective text, and completion indicator.
  • Completion check boxes: right-aligned green checked boxes for completed/satisfied objectives.
  • Objective tooltip: black contextual bubble extending from a selected objective row with explanatory mission text.
  • Background HUD context: character portraits, action bar, minimap, quick menu, right-side buttons, and tutorial prompts remain visible behind/around the overlay.

Parameters & Audio

ParameterValue
Visual styledark transparent panel, muted border, green objective/completion accents, and small iconography consistent with the rest of the Western HUD.
Animationno direct animation evidence in the captured frame; likely instant or short fade/slide behavior should be verified in live capture.
Audiono direct audio evidence for opening/closing the panel or objective update notifications.
Feedbackcompleted objectives use green row text and checked boxes; selected objectives can display a tooltip for additional guidance.

Dependencies & Logic

  • Mission script/objective state supplies the objective row labels, completion flags, and optional tooltip copy.
  • Objective progression events drive completion indicators and separate HUD objective notifications.
  • Input/navigation state determines which category tab and objective row are selected or hovered.
  • HUD layering must keep the panel above the gameplay scene but below no critical modal dialogs.
  • Localization must fit objective names and tooltip text inside the row/tooltip containers without overlapping the close button or completion check boxes.

BDD Scenarios

Scenario: Open mission objectives during gameplay

Given
the player is in an active mission with gameplay HUD visible
When
the player opens mission information
Then
the `MISSION INFO` panel appears over the left-center of the playfield
And
the character portraits, action bar, minimap, and top quick menu remain visible

Scenario: Inspect objective guidance

Given
the mission objective panel is open
When
the player selects or hovers an objective row with help text
Then
a tooltip appears beside the panel with explanatory mission guidance

Scenario: Completed objective is shown

Given
a mission objective has been completed or satisfied
When
the mission objective panel is open
Then
the objective row displays completion styling
And
the row includes a checked completion indicator

Scenario: Objective state changes during gameplay

Given
the player completes or updates an objective while playing
When
the HUD receives the objective update
Then
the HUD can show an objective notification without requiring the full panel to be open

Edge Cases

  • Long localized objective names may collide with right-side completion indicators or tooltip anchors.
  • Multiple simultaneous objectives may exceed the visible row area and require scrolling, pagination, or truncation behavior not visible in the current source.
  • Tooltip content may overlap the playfield or nearby HUD elements if the panel is opened near dense screen areas.
  • If combat/alarm state changes while the panel is open, objective updates should not obscure urgent warning or confirmation modals.
  • Category tabs with no entries should still communicate the selected category and avoid appearing broken or disabled without explanation.

QA Notes

  • Verify that the objective panel can open and close from gameplay without hiding character portraits, action bar, minimap, top quick menu, or tutorial prompts.
  • Verify completed objectives display green/check styling and update correctly when mission state changes.
  • Verify objective tooltips anchor to the correct row and remain readable over bright and dark map backgrounds.
  • Verify objective notification behavior separately from the full panel.
  • Test localized strings for row length, tooltip wrapping, and close-button overlap.

References

  1. 1.

    Desperados III (L208-212 of 283)

  2. 2.

    Desperados III (L278-282 of 283)