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Ron Chon Productions - Biweekly Update: 10/13/2026, Part I
About This Title
Hello hello!
Huge thanks to Buttholder for fully taking over the update two weeks ago (and in general handling our biweekly updates!). This week, I am here with a more detailed update on what I in particular have been up to! The last part of this update series will be a life update so y'all know what the next few months look like, but the tldr is that I have been back to working on the game full time for the last 5 weeks or so, and I've taken the next 5 or so months off to fully dedicate to getting us to Ch. 2 ASAP! Very happy!
Let's get right to it: "when next update?" I'm aiming for 0.9c by the end of this month! I've dedicated this version update to Rogue2D and major engine updates that are foundational for 1.0 and 1.1, which I discuss in more depth below! You all know by now that I am reluctant to give longer-term deadlines because of the unpredictably of life, but I will break my rule this time: 1.1a (i.e. Ch. 2's first update) by May 2027. I'll make it happen or cry trying.
Alright, let's get into it!
Part 1: Rogue2D and Ren'Py!
The first major thing coming in 0.9c is the migration of (almost all existing) Live2D art and cinematics to Rogue2D. I encourage you to check out my previous updates on Rogue2D and the shader work that I'm lumping into it, but the big picture is that this represents a big upgrade for a) my pipeline from artist-built PSDs to animated scenes, with straightforward version tracking and modding capabilities outside of proprietary software, and b) my ability to tune performance for your devices! A previous post gave some estimates of how much faster Rogue2D is compared to Live2D for our niche models/rendering needs, all because I'm able to tune the engine to do exactly what we need to do
Even more good news for engine performance features: I was added to the official Ren'Py git organization a couple months ago and, in that time, almost 30 of my performance-focused PRs have been incorporated into the official engine (including a generalized version of my Live2D physics port!). These PRs all represent engine performance tweaks I've made for TNH that turn out to generalize to all Ren'Py games. Merging them into the main engine is also a huge boon for my process, as it means I'm managing less divergences between our fork of the Ren'Py engine and the official version!
Hello hello!
Huge thanks to Buttholder for fully taking over the update two weeks ago (and in general handling our biweekly updates!). This week, I am here with a more detailed update on what I in particular have been up to! The last part of this update series will be a life update so y'all know what the next few months look like, but the tldr is that I have been back to working on the game full time for the last 5 weeks or so, and I've taken the next 5 or so months off to fully dedicate to getting us to Ch. 2 ASAP! Very happy!
Let's get right to it: "when next update?" I'm aiming for 0.9c by the end of this month! I've dedicated this version update to Rogue2D and major engine updates that are foundational for 1.0 and 1.1, which I discuss in more depth below! You all know by now that I am reluctant to give longer-term deadlines because of the unpredictably of life, but I will break my rule this time: 1.1a (i.e. Ch. 2's first update) by May 2027. I'll make it happen or cry trying.
Alright, let's get into it!
Part 1: Rogue2D and Ren'Py!
The first major thing coming in 0.9c is the migration of (almost all existing) Live2D art and cinematics to Rogue2D. I encourage you to check out my previous updates on Rogue2D and the shader work that I'm lumping into it, but the big picture is that this represents a big upgrade for a) my pipeline from artist-built PSDs to animated scenes, with straightforward version tracking and modding capabilities outside of proprietary software, and b) my ability to tune performance for your devices! A previous post gave some estimates of how much faster Rogue2D is compared to Live2D for our niche models/rendering needs, all because I'm able to tune the engine to do exactly what we need to do
Even more good news for engine performance features: I was added to the official Ren'Py git organization a couple months ago and, in that time, almost 30 of my performance-focused PRs have been incorporated into the official engine (including a generalized version of my Live2D physics port!). These PRs all represent engine performance tweaks I've made for TNH that turn out to generalize to all Ren'Py games. Merging them into the main engine is also a huge boon for my process, as it means I'm managing less divergences between our fork of the Ren'Py engine and the official version!
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