Man I'm really curious how something like this even gets implemented! I imagine it's a matter of enumerating all the possible item spawn locations (e.g. chests, events, pots), then finding a first order logic representation of the different constraints/obstacles (e.g. mits to open rock X, master sword to open castle) and using some constraint satisfaction or scheduling solver to generate the order of item spawns so that the player isn't boned??? Then ROM hack the game so the the appropriate random item spawns at its new location. I'd be curious if anyone need more of the "under the hood" details. Regardless, this was awesome to watch!
Reading the comments, I'm glad to see I'm not the only one having trouble keeping up with reading the dialogue. Alex was doing a good job keeping it in check, but hopefully it can slow down a tad more in the future.
Regardless, great first episode! Looking forward to watching this series.
DJMoo's comments