Decided to do more practice with procedural generation. For years I always put it off thinking it was too tough to make a dungeon generation algorithm, but then I decided that I could start of by creating Zelda-like dungeons given that the first Zelda game had dungeons using premade rooms that fit on a grid.
I wrote a simple dungeon generator in Java and here are the results. The generator does have a bias for L shaped dungeons though.
@Kerosene Thanks, but if I implement it in an actual game, people will accuse me of being too lazy to write levels (a common response I see with the trend of including roguelike elements in games).
@Kerosene I wouldn't have a procedurally generated overworld unless it's a sandbox game or a 4X game. I do plan on making a Zelda-like game with roguelike elements though, but only the dungeons will be randomly generated.
I tried my hand at a more traditional roguelike dungeon generator using this algorithm (https://roguebasin.com/index.php/Dungeon-Building_Algorithm). The results were more cave-like than I expected. It only uses rooms and corridors, but it doesn't really place them logically, only if it is right next to a wall.
I should try BSP dungeon generation next. It should give more "dungeon-like" maps.
https://roguebasin.com/index.php/Basic_BSP_Dungeon_generation