The MGESetAmbientColour doesn't seem to work as I thought it would.
So I'll do one of two things:
- Use a shader for it which can, cool enough, be configured through an MGE scripting command that can change floats within a shader, where the player types in the number they want for the darkness effect in the Mystical Water Effects configuration menu, then this number is stored as a global, that is then called by the script to determine the level of darkness in the shader. This way everyone can get it how they want, though I'll have default settings (High, Medium, Low) for those that don't want to tinker so much. The only issue with this is that since the shaders are rendered over the HUD, just like the blur this will effect health bars and such as well.
- Continue using the blindness effect, but have it configurable by 1pt intervals. So that just like the shader, it can be fine-tuned to everyone's tastes.
This could possibly mean it's possible to do the blur scaling in the same way, since I really like the idea of making it so that everything is customizable in game to the player's preferences. Also because I can never make up my mind on such things, and don't want to have to change the script every day I want it to be a bit different! :ahhh:
Also, peachykeen is making really nice progress on the Aqua/Ripple effect shader, which makes it truly seem as though you are underwater. Mere screenshots couldn't describe how beautiful it looks in game, so I'll try and post a video of it in action once he finishes his next version.