parish-engine

Verify Rundale gameplay changes live by running Parish engine scripts and inspecting JSON outputs.

Updated Mar 18, 2026
One-click install
npx skills add https://github.com/dmooney/Rundale --skill parish-engine
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: parish-engine
Source: https://github.com/dmooney/Rundale/tree/main/.agents/skills/parish-engine
Command: npx skills add https://github.com/dmooney/Rundale --skill parish-engine

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

It helps you verify that Rundale gameplay changes are actually live in the engine runtime, not merely passing tests.

Core Features & Use Cases

  • Script harness for deterministic smoke checks: Run fixture scripts in --script mode and inspect structured JSON output for movement, look responses, and system commands.
  • Feature proving at runtime: Execute targeted scripts that exercise a single gameplay feature and confirm the resulting world/NPC/time changes and text quality in the JSON transcript.
  • Exploratory play-tests and evaluation baselines: Autonomously explore/stress the game, then use deterministic eval baselines and structural rubrics (e.g., non-empty look descriptions, positive movement minutes) to detect regressions.

Quick Start

Run the default gameplay walkthrough to confirm a change is live by executing: parish-engine via the repo’s script harness on the walkthrough fixture.

Frequently Asked Questions about parish-engine

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I verify gameplay changes are live in a text adventure engine runtime?

You can verify gameplay changes by running fixture scripts in --script mode to inspect structured JSON outputs for movement and system responses, confirming changes are live in the engine runtime rather than just passing tests.

What's the best way to detect regressions in text adventure game features?

Detect regressions by running deterministic eval baselines and structural rubrics against JSON transcripts, checking for conditions like non-empty look descriptions and positive movement minutes to automatically identify gameplay regressions.

Can I automate exploratory play-testing for an LM-driven text adventure?

Yes, exploratory play-testing can be automated by autonomously exploring and stressing the game via script workflows, generating JSON transcripts evaluated against baselines to detect runtime issues and text quality regressions.

Do I need to build the Parish engine with cargo before running script workflows?

Yes, you must build the Parish engine with cargo build before executing script workflows. Building the Rust project first ensures the runtime environment is ready to process fixture scripts and generate structured JSON output.

How do I prove a single gameplay feature works at runtime?

Feature proving at runtime involves executing targeted scripts that exercise a single gameplay feature, then inspecting the JSON transcript to confirm world, NPC, and time changes alongside response text quality.

Why does my text adventure change pass tests but not appear in the runtime?

Passing tests does not guarantee changes are live in the engine runtime. Runtime verification addresses this by driving the engine through script workflows to validate actual outputs for movement and look rendering, ensuring changes are live.