I've had this hobby project for maybe 10 years, I dunno. I spend a lot of time switching game engines, rewriting algorithms, giving up when I need art, and basically starting over, but it's always a dream to finish it. It started with XNA years ago, then switched to unity (because i didn't want to write every darn thing myself), then back to monogame (because unity's mono is slow as hell and outdated), then back to unity (because I don't want to write every darn thing myself), and finally to godot. I tried godot a couple of years back and it just didn't click, but this time around I'm having a blast, and have finally (mostly) finished my overland terrain generation. Next is on to the water mesh/shaders.

The colors and stuff are mostly just to highlight distinct levels/areas.

SuperDoomKing So, generally the areas you see are already connected behind the scenes in a 2 level maze. There's one large maze linking all the "levels" and then a smaller maze in each "level" linking the rooms. I haven't added the paths between areas because I need to place settlements first. My rough idea is to have a "civilization level" noise map that determines how civilized an area is, and if it's over a certain threshold then you'll see actual roads leading towards the settlements, but if it's under a threshold then it will be "wildlands" and there will be no paths showing the way.

This is a relatively dirty look at the visualization of where the paths would be if I had them rendered (reddish brown lines):