For a different article on dungeon map generation that's a bit more detailed: http://journal.stuffwithstuff.com/2014/12/21/rooms-and-mazes...
Found via this thread: https://www.reddit.com/r/godot/comments/m6mmka/finished_my_t...
This article really doesn't provide any insights into map generation or explain any interesting implementation details.
Fantasy city generator:
The dungeon generation shown is the same as Brian Sawyer's 'Dungeon' game from 1979:
http://crpgaddict.blogspot.com/2013/02/game-85-dungeon-1979....
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.
Made me want to play ADOM again... Just not this GUI nonsense, the real ADOM.
Reminds me of Guild of Dungeoneering
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.
https://www.youtube.com/channel/UCKv_QzXft4mD6TXmQBZtzIA/fea...