(This is part of an on-going series examining the single player Source mods produced by game development students at Guildhall. While we'll still look at the level design, the work process is just as interesting - they're consistently releasing stuff while the rest of the Source modding community is largely languishing. What are these "academic modders" doing differently, how does that affect their design, and what practices should we modders emulate, if any?)
Team Deathosaurus' Deja Vudu is a first person puzzle game about escaping a decrepit mansion by chasing and defeating ghosts. And it's pretty good.

Originally released in March 2008.

Interestingly, you can download the Deja Vudu asset / devplan document to get a closer look at their work process; although it's unclear how much of it was actually put into practice and how much of it was merely schoolwork to appease teachers. Still, there are some good ideas in there, namely:
Oh, the download link is broken, you need to remove the www. part! I checked out their back catalouge and I was surprised how many mods they've made and that some of them were their projects.
I look forward to playing this as well as that Dear Esther mod!
I thoroughly enjoyed it. DV is a clever and modest game, with clear objectives and perfectible controls. I am glad the designer didn't go for a horror atmosphere, but focused on creating a mix of normal and weird environments which gave a useful framework for solving the puzzles. Basically, it's not They Hunger-scary, but rather mildly unsettling.
There are some issues, like the default Mouse settings being set to Joystick, which results in a disorienting spinning on new game load and a couple player model issues, but nothing to break the game.
If you want to avoid some of the noclips, do the cradle first before breaking your way down.
And yes, this one is going to be hard for players who never look up or down. :-)
...all texts are in the BSPs, which makes localization impossible.
I was really impressed with Deja Vudu, simply because it wasn't just another rehashed horror, but something quite different. It's good to see that there's still some originality out there, even if the "hunt for the nail" or "try to get the key to go in the lock" puzzles can frustrate at times. But, overall I thought it was a fine piece of work, with a sense of humour that's been absent from many mods of late.
The download link on the guildhall doesn't seem to work, are there alternatives?
I had trouble with that mirror; I googled the mod's name and found another mirror, but I have forgotten its name. If anyone knows a proper mirror please post it here for the next users! :D
Considering the guildhall nature I assumed there were no other links, but I guess I'll look around.
Hi there,
A previous schoolmate of mine just linked me to this page. I was the lead on Deja and am happy to see its making its way around teh internetz! I just wanted to take a moment to respond to some of the things Ive read here and possibly give some insight.
In response to this:
"Interestingly, you can download the Deja Vudu asset / devplan document to get a closer look at their work process; although it's unclear how much of it was actually put into practice and how much of it was merely schoolwork to appease teachers"
Thank you. I created this dev plan. I can assure you that about 90% of the project doc was put into practice. If we made any changes, we updated and alerted faculty as early and often as possible and updated the project file and task lists and asset list just as quickly. There was quite a bit more documentation I didn't add to my site because I wanted to show the best representation that I could, but still might put it up seeing as people are actually taking a look at it. Good to see. :)
There were many things we did behind the scenes that, in retrospect, would probably be good to post so people can get a clearer picture as to just how the development plan for this mod started, and more importantly
just how it unfolded. We had about 6 months to complete this mod and all of us were riddled with 3 other classes, masters projects, and, on rare occasion, that silly thing some like to call sleep. :)
"Also - the voodoo doll doesn't talk."
Yeah, sadly enough we always wanted to hire some voice actors from the main SMU campus to come and help us on this one, but time didnt permit us to. Later however, we found a guy on you tube who played our whole game through and voice acted all of the voodoo dolls dialogue. Too bad we didn't have him around at the time. He was pretty good!
Overall, It was an awesome and unique learning experience.
Anyways, thank you all for your reviews, critiques, and suggestions. Most of all, thanks for playing!
-Bailey
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1. relatedly..
Posted by Kelvin at 2:29AM, Tuesday July 22 2008
I thought the name Bailey Hall looked familiar, I played another of her mods, Neuromancer: (that one is an Orange Box mod I believe)
http://students.guildhall.smu.edu/c7/26390862/neuromancer.html
which I think is also definitely worth a look. That's a more straight-up HL2 mod, though it features a really interesting vision of cyberspace, a la William Gibson. It's quite short, though memorable.
Perhaps we need more females making games? At least it may help get something a bit different.