Building the Inventory System
A new grid-based inventory brings soldier equipment slots, weapon management, item condition and persistent world drops to Protofodder.
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The workshop record. What worked, what broke, what changed direction and what survived long enough to become part of the project.
A new grid-based inventory brings soldier equipment slots, weapon management, item condition and persistent world drops to Protofodder.
Read Latest entryProject journal

A simple website build turned into a small exercise in making TRACEWAKE feel like TRACEWAKE before the player even launches the game.
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TRACEWAKE Dev Log #2 follows the project from its Blue Team prototype and private alpha into Aurelius, Ghostline, VIGIL, BLACKWIRE and a genuinely two-sided cyber-security campaign.
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The first public look at the cyber project and the decision to teach through investigation, evidence, business impact and consequence instead of quiz mechanics.
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North Grafton grows into a working railway, South Grafton emerges from historic plans, and a long-gone abattoir siding starts coming back to life in Open Rails.
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Taking the NSW North Coast Line from an empty route tile to the first working track and train, including reference-file headaches along the way.
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The personal history behind the NSW North Coast Line project and why Grafton's railway landscape was worth rebuilding digitally.
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How Wolf Interactive moved from its original WordPress site to a custom static HTML/CSS/JS rebuild while preserving years of Dev Logs, tutorials, project history and legacy URLs.
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A small slice of Wolf Interactive history: building and refining the studio splash-screen identity.
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A new grid-based inventory brings soldier equipment slots, weapon management, item condition and persistent world drops to Protofodder.
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A Protofodder update covering zombie behaviour, combat development and player animation work.
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The moment Protofodder emerged as the next major Unreal Engine experiment, with early layouts and prototype work.
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Town layouts, shops, taverns, sewers, dialogue and codex work as the early RPG moved from planning into a playable world.
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The earliest Alpha RPG planning, including the game design document, tavern sketches and first in-engine construction.
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