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About

Teacup Productions is a one (wo)man production - meaning it's just me :D

I'm a young woman who has been a fan of visual novels for many years now, the first one I ever played being Narcissu. My favorite visual novel is Nine Hours, Nine Persons, Nine Doors.
Right now, this blog is just about what I'm currently working on and how the progress is going. Someday, this blog may expand into something more, like game reviews, but I'm keeping it simple for now.
Feel free to comment! If you have a question, please email me!
My email is nayruhime@gmail.com
You may also PM me on Lemmasoft - my username there is teacup.
I love getting emails from fans and player of my games, so I will try to respond ASAP!
BUT! Please review this FAQ to avoid sending me an email about a question that is already answered. Thanks!

What did you use to make (P)lanets?
I used Ren'Py visual novel engine.

How long did it take to make (P)lanets?
I first announced the game in October of 2009, and I released the game in September of 2011... so roughly two years. I stopped working on it for about six months however - and never thought I would pick it up again, let alone complete it - so all in all, about a year and a half.

Did you make (P)lanets yourself?
Yes! I did everything by myself, however, I could not have done it without support from fans at Lemmasoft Forums. Also, I did not make the backgrounds or music myself - I sought them all from free sources online. 

Do you have any advice for aspiring VN makers?
Make sure your project is something that you know you have the skill and time to finish - and never give up! Ask for help if you run into a roadblock, and most importantly... only work on one project at a time. I know you probably have tons of good ideas, but it is hard enough to make one visual novel, let alone two [or more!].

I don't trust mediafire - can you upload (P)lanets somewhere else?
Absolutely. Email me. ^^

Why was (P)lanets 2 cancelled? 
During the time of production, I was going through personal issues, mostly clinical depression. I found that writing the game was too difficult for me to do, and I needed to take a break to work on my happiness. Now that I'm back, I am more passionate about working on other games, and taking a break from the (P)lanets universe.