You get backed into different corners by Ren'py and RAGS, but there's no reason a game from one can't be ported to the other in some form.
RAGS enforces the concept of turns and rooms, and pins down where and how a player can interact with the game a bit more rigidly. That simplifies things somewhat because coders need not concern themselves with certain lower-level game states, aside from checking them in the appropriate places. On the other hand, the RAGS development tool feels like it was built with code obfuscation in mind, so troubleshooting, or picking up a project after some time can be awful.
Ren'py is less rigid, and makes troubleshooting and such simpler in my opinion, but if you wanted to have RAGS concepts like rooms, turns, and timers, you have to do it yourself, at least to some extent. That's might be what WifeTrainer means when he talks about the low-level code being ready. They've spent a few months wrapping RAGS concepts around Ren'py so it's easier to implement characters, rooms, and associated events in a way that mirrors the original game.
RAGS enforces the concept of turns and rooms, and pins down where and how a player can interact with the game a bit more rigidly. That simplifies things somewhat because coders need not concern themselves with certain lower-level game states, aside from checking them in the appropriate places. On the other hand, the RAGS development tool feels like it was built with code obfuscation in mind, so troubleshooting, or picking up a project after some time can be awful.
Ren'py is less rigid, and makes troubleshooting and such simpler in my opinion, but if you wanted to have RAGS concepts like rooms, turns, and timers, you have to do it yourself, at least to some extent. That's might be what WifeTrainer means when he talks about the low-level code being ready. They've spent a few months wrapping RAGS concepts around Ren'py so it's easier to implement characters, rooms, and associated events in a way that mirrors the original game.