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 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.