Game UI Database entry identifies the Showdown Mode interface with character portrait, ability bar, minimap, and central Execute command for queued synchronized actions.Ingame Menus & Interactions Screenshot 40: Item/Ability: Selection Menu Tags: Item/Ability: Selection Menu, Selection & TargetingGame UI Database tags the same Showdown view as waypoints/markers, minimap, and controls reference evidence.Screenshot 42: Waypoints and Markers Tags: Waypoints and Markers, Minimap, Controls ReferencePrimary visual evidence for the full-screen Showdown Mode HUD, lower-center Continue/Execute prompt, queued markers, and targeting lines used for cropped/annotated images.Live gameplay frame showing Showdown Mode active with a queued action marker, targeting cone, character HUD, ability bar, minimap, and normal HUD context.Visual reference from DESPERADOS III - Know THESE Important Tips Before Playing at 1:23-1:28
Materials v

Showdown Mode Execution Interface

Desperados 3 cover

Desperados 3

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

1. Summary

Showdown Mode execution interface overlays the live tactical HUD with a lower-center Continue/Execute prompt and playfield markers for queued character actions. It lets the player leave planning or fire synchronized commands while keeping character selection, ability slots, minimap, and spatial targeting information visible.

Overview

Showdown Mode overlays the live tactical view with a planning/execution layer. The key execution UI is the lower-center Continue/Execute prompt, while planned commands are represented in the playfield as circular queued-action markers connected by targeting lines. The surrounding gameplay HUD remains intact so the player can still read character state, ability options, minimap, alerts, and quick menu controls while preparing a synchronized sequence.

Full-screen Showdown Mode HUD with queued action marker and lower-center Execute prompt annotated

The execution prompt is a compact two-button panel placed just above the ability bar. Continue and Execute are equal-sized adjacent buttons, each with a keyboard binding label below the command text. This makes the commitment action visually explicit without replacing the normal character controls.

Tight crop of the lower-center Showdown Continue and Execute controls

Queued commands are visible directly in the world. The marker sits near the intended target or destination and is connected by a targeting line, letting the player confirm which planned action will fire when Execute is pressed.

Queued Showdown action marker above a target in the playfield

Job Story

When I have paused the encounter in Showdown Mode and assigned commands to one or more characters, I want a clear Execute control and visible queued-action markers, so that I can confirm the synchronized plan before returning to real-time stealth action.

Classification

  • diegesis: Non-diegetic
  • functional_type: HUD
  • component_type: Button

Wireframe

+--------------------------------------------------------------------------------+
| Top quick menu: Menu | Esc | Quicksave | F5 | Quickload | F8                  |
|                                                                                |
|             [queued marker] ---- targeting line ---- [target/enemy]            |
|                                                                                |
| Left roster / portrait                                      Alert / hint stack |
| [selected character]                                       +----------------+ |
|                                                           | Minimap        | |
|                         +--------------------------+      +----------------+ |
|                         | CONTINUE    | EXECUTE    |                         |
|                         | key hint    | key hint   |                         |
|                         +--------------------------+                         |
|                         [selected character ability bar]                       |
+--------------------------------------------------------------------------------+

Components

  • Continue button: lower-center command for leaving/resuming the planning state.
  • Execute button: lower-center command for firing queued Showdown actions.
  • Keyboard hint labels: small labels below each command button showing the current input binding.
  • Queued action markers: circular icons in the playfield above targets or destinations.
  • Targeting lines: green lines connecting queued actions to targets or actors.
  • Character roster and portrait: left-side selected-character context that remains visible during planning.
  • Ability bar: bottom-center abilities used to create queued actions.
  • Minimap: bottom-right tactical overview retained while Showdown is active.
  • Top quick menu strip: persistent menu/save/load controls.

Parameters & Audio

ParameterValue
Visual state shiftthe scene is darkened/desaturated during Showdown planning, helping queued markers and command buttons stand out from the terrain.
Button emphasisContinue and Execute use bordered rectangular panels with brighter label text and small key labels beneath.
Spatial feedbackqueued actions use circular markers and green targeting lines to indicate target linkage before execution.
Audio feedbackexpected short confirmation cues for entering Showdown, queuing actions, canceling queued actions, and pressing Execute; exact sounds are not visible in the source frame.

Dependencies & Logic

  • Requires Showdown Mode to be active.
  • Requires at least one controllable squad character; selected character context drives the portrait and ability bar.
  • Queued markers depend on valid ability/target combinations and line-of-sight/range rules.
  • Execute depends on queued command data stored per character/action.
  • Enemy perception, patrol state, alarms, and environmental hazards determine the result after execution but remain represented spatially during planning.
  • Input binding data supplies the key labels shown under Continue and Execute.

BDD Scenarios

Scenario: Execute a queued Showdown action

Given
Showdown Mode is active
When
the player presses Execute
Then
the queued action is triggered in real time
And
at least one character has a valid queued action marker in the playfield
And
the spatial marker for that action is consumed or updated

Scenario: Continue without executing

Given
Showdown Mode is active
When
the player presses Continue
Then
the interface returns toward live control without firing all queued actions as a synchronized execution
And
queued actions are visible
And
the normal HUD remains available

Scenario: Queue action feedback

Given
Showdown Mode is active
When
the player assigns an ability to a target
Then
a circular queued action marker appears near the target
And
a targeting line communicates the planned relationship between character, target, and action

Scenario: Input hints reflect controls

Given
Showdown Mode is active
When
the Continue and Execute prompt is shown
Then
each command displays its current keyboard binding beneath the label

Edge Cases

  • No selected character: Showdown controls should not allow queuing an action without valid character context.
  • Invalid target or blocked line-of-sight: queued marker should not appear, or should be removed if the target becomes invalid before execution.
  • Multiple queued actions overlap visually: markers and lines must remain distinguishable enough to understand the plan.
  • Execute pressed with no queued actions: command should either be disabled, ignored, or provide clear feedback without causing unintended behavior.
  • Character becomes incapacitated or unavailable before execution: that character's queued action should be canceled or skipped cleanly.
  • Rebound controls: key labels under Continue and Execute must update to match current bindings.

QA Notes

  • Verify the lower-center Continue/Execute panel appears only while Showdown Mode is active.
  • Verify queued actions create visible playfield markers and targeting lines before execution.
  • Verify Execute triggers all eligible queued actions simultaneously or according to the game's synchronized-action rules.
  • Verify Continue does not accidentally execute queued actions.
  • Verify key labels update after input rebinding.
  • Verify the prompt does not obscure essential ability cooldown/ammo indicators in the bottom HUD.
  • Verify minimap, right-side alerts, and quick menu remain readable under the Showdown visual treatment.

References

  1. 1.

    Desperados III (L250-256 of 283)

  2. 2.

    Desperados III (L266-270 of 283)

  3. 3.

    Desperados III

  4. 4.

    DESPERADOS III - Know THESE Important Tips Before Playing (1:23-1:28)