I've been experimenting with algorithms to automatically generate road maps for a game I am working on.
I'm using the "Kingdom Rush" games as a reference point as they have some great-looking maps.
I am new to procedural content generation, and was wondering if anyone here has any pointers. I have experimented with generating random road topologies, e.g. a few entrance/source nodes, several inner nodes (fork and merge), and some exit sink nodes, then using graph-layout algorithms to create an actual road map based on this information.
Here's one example using the Fruchterman-Reingold algorithm for road layout:
The blue graph uses some randomly-generated Bézier control points to make the edges look less straight.
Here's another example generated using the same algorithm but different random numbers:
The trouble is most of the results end up looking quite similar, and I am not sure what rules I can add to improve the controllability and diversity of the procedurally-generated maps.
Any advice appreciated.