The game's story leads you as a British archaeologist to far away Egypt where great danger awaits.
After resting 4500 years, pharaoh Taratatu's deathlike silence was broken from some locals. They took the corps out of his tomb to expose it in a museum. However that was a bad idea, because the spirit of the pharaoh has very bad influence to the local environment. The habitants are suffering
from environmental disasters.
As a specialist of Egyptian cultures and history, you were asked to help bringing back the body back to the tomb. That's the only way to calm his spirit.
Unfortunately when the locals nicked the body they had unknowledgeable activated some traps.
As can be expected of an adventure game, you have to overcome many obstacles, solve riddles and complete a number of dangerous tasks before you finally bring the mummy of pharaoh Taratatu back to his tomb.
The player controls a human character from third person perspective. It is possible to jump and hang on ropes and to interact with the environment, such as moving and grabbing boxes to solve puzzles.
Trailer
Download
Here is an installer for the Windows version of Pharaohs Tomb:
Download Here
Deliverables
This section covers the deliverables for the game class.
Part 1: Project Proposal
This document is the highest control-document of the project Pharaoh's Tomb. It describes the main game idea, work packages / cost estimates, and our goals for the Game Programming Laboratory Course. The current project state should also be evident from this document.
Here is the Final Game Proposal
Here is the Alpha Release Report
Some final comments from Jay, Jez, and Vas (added by Bob):
Very nice and complete game that likely holds on attention the longest from all of the games this year.
It's obvious what to do and easy to understand. Nothing is confusing.
The backstory, newspaper article, etc. are nice.
The puzzles requiring dexterity and controller skill may be frustrating and not work well unless the controls are really fine-tuned well.
The ability to cling to ledges could be an improvement in terms of control and dexterity.
One change that could give the puzzles more depth would be to have some areas of the tomb where it is necessary to leave the mummy behind in order to solve a puzzle; then, once you are through, you'd have to go back and collect him for use with another puzzle; this makes the mummy more a part of the game play than just a story element
In general, the game could use more depth---possibly with this mummy mechanic just mentioned.