top of page

Engine : Unreal Engine with Blueprints

​

Role: Solo Designer and Developer

​

Time: February 2025

​

Overview

'Grande Finale'  was an entry for the Untitled Game Jam 105 theme, "Chain Reaction". Sadly, due to a late start, I wasn't able to complete the project before the submittal deadline, but was able to finalize it within the timeframe of the jam (10 days).

​

The game premise is simple. Five launchers are constantly rotating back and forth. It's up to the player to set each launcher's trajectory in order to send fireworks into the air and overlap their explosions. Properly overlapping explosions will launch another firework from a  random launcher using the same trajectory. Overlapping enough explosions will cause a chain reaction in which the fireworks show is never-ending, thus achieving a "Grand Finale". Too much time between explosions initiates the "Game Over" dialogue, prompting the player to try again or quit the game.

Technical Notes

  • The game leaned heavily into the notion that even the smallest deviation of a launch angle can result in a major change of trajectory. This is compounded when forces such as velocity, weight, and gravity are entered into the mix.

  • Setting the launchers just once added a slight bit of tension to the decision making of the player. Is it too much or too little? This also let the player just sit back and enjoy the show. Whether they achieved a chain reaction or not, they still got treated to multiple fireworks exploding on their screen.

  • Each firework launches with the same weight and gravity scale. Velocity does have a slight randomness, just for varying heights in the explosions.

  • With gravity a factor on the firework, the actor constantly watches the velocity value, triggering an explosion when the velocity reaches 0.

  • During development, the question of when the game was over turned out to be pretty tricky. In a perfect game, the explosions are never ending, but how many explosions determine a successful versus failed attempt?

  • The "Crowd Reaction" meter was added for this reason. Each explosion, regardless of overlap, adds to the meter while there is a constant degradation tick. Filling the meter meant enough explosions with proper overlap to overcome the degradation tick, causing a perfectly acceptable grand finale. At this point, the player can continue to watch the show as long as they wanted before deciding to replay or quit. 

  • In between explosions a timer is triggered, counting down unless it is reset by another explosion. If this timer reaches 0, the game over dialog is shown and fireworks cease to launch.

Final Thoughts

As simple as this project was, the most enjoyable part was testing the gameplay and being presented with the sights and sounds of a fireworks display. 

​

It definitely has potential to be expanded into a simulation game along the same lines as "TCG Card Shop Simulator" or any other "business simulator" style of game. 

​

Allowing the player to "script" their own fireworks shows and being rewarded by crowd approval, while using revenue to purchase bigger and flashier firework shells, leading to higher paying and more prominent fireworks displays.... 

​

That all does sound like an interesting and engaging game loop.

© 2025, Joshua Williams. Powered and secured by Wix

bottom of page