If you want some actual info on Procedural Generation, then watch the talks from Roguelike Celebration. It's a convention focusing on roguelikes, which seem to attract those more interested in the programmatic side of game development. Its got a ton of great technical talks. I haven't watched the remote sessions, but the older in persons are great.<p><a href="https://www.youtube.com/channel/UCKv_QzXft4mD6TXmQBZtzIA/featured" rel="nofollow">https://www.youtube.com/channel/UCKv_QzXft4mD6TXmQBZtzIA/fea...</a>
For a different article on dungeon map generation that's a bit more detailed:
<a href="http://journal.stuffwithstuff.com/2014/12/21/rooms-and-mazes/" rel="nofollow">http://journal.stuffwithstuff.com/2014/12/21/rooms-and-mazes...</a><p>Found via this thread:
<a href="https://www.reddit.com/r/godot/comments/m6mmka/finished_my_traditional_roguelike_play_it_and/" rel="nofollow">https://www.reddit.com/r/godot/comments/m6mmka/finished_my_t...</a>
Fantasy city generator:<p><a href="https://watabou.itch.io/medieval-fantasy-city-generator" rel="nofollow">https://watabou.itch.io/medieval-fantasy-city-generator</a>
The dungeon generation shown is the same as Brian Sawyer's 'Dungeon' game from 1979:<p><a href="http://crpgaddict.blogspot.com/2013/02/game-85-dungeon-1979.html" rel="nofollow">http://crpgaddict.blogspot.com/2013/02/game-85-dungeon-1979....</a><p>Not sure if Brian Sawyer is the original designer of this approach though?
The problem with most of these generators is that you end up with insane looking dungeons. I wonder whether a different approach which took into account the kind of dungeon it was supposed to be, and what features should be located in it, could lead to better results.