Dexterity Ball 3D Changelog

What's new in Dexterity Ball 3D 0.9.4.0

Jul 15, 2015
  • Tweaked some menu functionality
  • Optimised last level with polygon reduction processor (forgot to previously do this)

New in Dexterity Ball 3D 0.9.3.9 (Jul 14, 2015)

  • Enabled cache preload which speeds up things in general especially on laptops and mobile devices
  • Added assets which was missing from certain levels

New in Dexterity Ball 3D 0.9.3.8 (Jul 13, 2015)

  • Fixed frame stutter which occurs when switching between menu screens
  • Fixed physics cache error which caused collision detection problems.

New in Dexterity Ball 3D 0.9.3.7 (Jul 13, 2015)

  • Added VSync option to video options
  • Added dynamic VSync (in order to increase performance on integrated graphics and lower-end graphics cards
  • Removed replay play mode (prototype stage)
  • Removed replay telemetry acquisition. Will consider adding it back if dedicated cloud server becomes available. It simply slows down things too much for people without broadband.

New in Dexterity Ball 3D 0.9.3.6 (Jul 10, 2015)

  • Added extra levels and removed two older prototype levels
  • Added voice files as well as additional audio
  • Direct X 10, and 10.1 shaders were occidentally forgotten in previous release, added them back in this release…

New in Dexterity Ball 3D 0.9.3.5 (Jul 10, 2015)

  • Added extra level
  • Started adding additional in-game sound
  • Minor changes to follow camera
  • Enabled magnet-ball pick up

New in Dexterity Ball 3D 0.9.3.4 (Jul 10, 2015)

  • Fixed an issue where players complain about load screen delays when the game server cannot be reached.
  • Removed prototype levels and replaced them with 4 basic play levels.
  • Added in-game menu in order to access settings whilst playing a game as well as other minor menu changes.

New in Dexterity Ball 3D 0.9.3.2 (Jul 10, 2015)

  • Relaxed minimum requirement from DirectX 10.1 to DirectX 10.0.The deferred rendering pipeline as well as shadows now supports anything from xs_4_0 and upwards. I’m still considering shader model 3 (DirectX9.3) support.Best performance is achieved on DirectX 11 due to the use of hull and domain shaders during light accumulation. There is a slight performance drop when using DirectX10.1 or lower. On shader model xs_4_0 (DirectX 10.0) there’s a further (very slight) potential performance impact due to the shadow’s cascades requiring individual shader resource views for each slice of the Texture2DArray holding the cascades. This is due to ps_4_0’s inability to sample from 2d texture arrays. However, everything said is purely academic for Dexterity ball as it only uses sunlight with accompanying cascaded shadows.

New in Dexterity Ball 3D 0.9.3.1 (Jul 10, 2015)

  • Added music to loading screen
  • Fixed intermittent sound issue for ‘Replay Leaderboard’ mode

New in Dexterity Ball 3D 0.9.3 (Jul 10, 2015)

  • Added a second level
  • Added lens flare effect
  • Minor fixes

New in Dexterity Ball 3D 0.9.2 (Jun 15, 2015)

  • Now uses deferred shading and requires DirectX10.1 or higher
  • Major stability issue fixes
  • Stripped senseless levels from pre-alpha test//demo download
  • Fixed issues with screen size changes
  • Fixed camera perspective issues for non-native monitor resolutions
  • Updated physics and rendering to better support and enhance playability on lower-end hardware

New in Dexterity Ball 3D 0.8.9 (Dec 6, 2014)

  • Added new SpeedRun mode – Get to the final checkpoint as fast as possible

New in Dexterity Ball 3D 0.8.8 (Dec 6, 2014)

  • Gamepad support (tested with wireless Xbox 360 controller)
  • Level refinements
  • Minor changes to menu and player setup

New in Dexterity Ball 3D 0.8.7 (Dec 6, 2014)

  • Added better window positioning in windowed mode. Windows should now be centred onscreen as well as auto resize to remain within display bounds
  • Improved general screen resolution management. Graphics card resolutions are now validated against specific monitor resolutions in multi-display desktop setups.
  • Added mouse control to the menus.
  • Made switching between menus faster
  • Fixed issue where music restarted each time when switching between menus
  • Added left and right arrow buttons to level selection screen
  • Last level played are now remembered on the level selection screen
  • Improved leaderboard layout and added scroll panel.
  • Added exit dialog when hitting escape during gameplay as to avoid accidental quitting (placeholder for potential in-game menu)
  • Fixed ‘COM object pointer is null’ issue
  • Increased player durability
  • Replaced XBox press ‘A’ to continue with ‘Press any key to continue’ on PC version
  • Reduced number of gems on some of the levels
  • Lowered the volume of stage clear song
  • Minor improvement to camera collision detection, preventing camera from pushing through the ground
  • Removed bungee cord as it is an experimental feature and should not have been in any release.

New in Dexterity Ball 3D 0.8.6 (Dec 6, 2014)

  • Fixed menu screen crash that occurred when returning from sub-menus to upper menus.
  • Added ‘Credits.txt’ file to distribution.

New in Dexterity Ball 3D 0.8.5 (Dec 6, 2014)

  • First iteration of new leaderboard screen
  • The correct scores are now displayed on the leaderboard In ‘Challenge Leaderboard’ mode.
  • Moved Azure cloud service to new instance

New in Dexterity Ball 3D 0.8.4 (Dec 6, 2014)

  • Pimped up the game launcher and removed unused entries from the launcher
  • Added a very basic starter level to assist users in getting used to the controls. This is just temporarily until proper levels are developed.
  • Increased chest-key timeouts to 2 minutes

New in Dexterity Ball 3D 0.8.3 (Dec 6, 2014)

  • Fixed some menu screen bugs
  • Fixed an issue where upon restart the ball does not get set to staring checkpoint, leaving it to float free in space
  • Fixed an issue where if you reset the ball it carried over momentum causing unpredicted motion.