Summary: Play a different dialogue depending on the dialogue choice that the player made
Summary: The enemy will attack or roll, if they’re within a certain range of the player. After that, they will move to a random nearby location
Pseudocode:
...
if (BD_checkAttackRange()) {
BT_AttackorRoll();
BT_Getrandomlocation();
moveTo(randomLocation);
wait(1.4 + randInt(-0.3, 0.3));
}

Dash System:

Summary: When the player dashes, their speed increases for a split second, continuing in the direction that they were heading before pressing the dash button
Pseudocode:
event dash() {
if (!isDashing) {
isDashing = true;
charactermovementcomponent.setVelocity(charactermovementcomponent.getVelocity()
.multiply(new vector(7,7,7)));
delay(0.2);
charactermovementcomponent.setVelocity(charactermovementcomponent.getVelocity()
.divide(new vector(7,7,7)));
isDashing = false;
}
}
// if the player is simulating physics, use "setAllPhysicsLinearVelocity" since // setVelocity won't work

Main Menu:

Summary: When the user’s mouse isn’t over the dropdown anymore, hide the dropdown
Pseudocode:
event ((visualQualitySetting unhovered), (button_7 unhovered), (button_8 unhovered), (button_9 unhovered))() {
delay(0.3);
if (!iseitherhovered(visualQualitySetting,visualQualityDropdown))
   visualQualityDropdown.setvisibility("hidden");
}
// The numbered buttons are the "low", "medium", and "high" settings

My artwork can be found at https://ssg-dev.com/2022/07/26/100/