Oh hey, I remember playing some of this the last time you showed it off. I'd be curious to know how it's come along since then. Procedurally generated games aren't especially my thing any more after the initial boom of the 2010's wore off, but I'm still very interested in the more technical side of things.
Sure, feel free to ask any questions you have. At the moment the overworld is just run-of-the-mill simplex noise, with trees and town chunks appearing when the noise is above some threshold. Towns are incredibly basic - just one random building per chunk, with paths drawn between them - and dungeons generate room-by-room randomly in 3D space following the "critical path" design philosophy I've posted about before. I'm planning to overhaul both since they're kinda crappy and basic, but for the moment they... exist.