Wow! Thanks for the awesome response everyone. For anyone still in interested, this is not even close to being done yet, those are some simple prototypes.
The above it just colorized perlin noise, really.
It maybe Perlin noise, but it actually looks really nice. Many maps are based on perlin noise. Is the application of this technique recommended or would it be better to use another?
Hmm. While it seems like a procedural world will be fun to explore, is that actually the case? A lot of the low-level detail will have a sameness to it (even if it's technically "different") simply due to the lack of human creativity involved in its generation. A lot of the fun of exploration comes from the fact that what you're exploring was created by another human mind - you get a glimpse into that mind, and that's what's fundamentally interesting about it. Then again, if the rule system used for generation was involved enough to be interesting, it might work - but I suspect it'd have to be tuned to the game in question.
Yes, the question of whether it would be fun or not really depends on the algorithm and go far in depth it goes. Ideally you want to go several more levels into the world than the player will see - and things must of course be programmed like someone would make them. Otherwise you lose your human touch. Even so, creativity is lost so you have to make up with something else - perhaps a new algorithm every so often, to shake things up a bit. However, at least for now, I'll try to remain on a macro level so as to not kill myself with stuff. If I was already thinking about having cars, trains, dogs, cats, plants, seeds, strawberries [...] I might go crazy.
That's not to say that I won't have those, I just want to concentrate on Macro first.
Dwarf Fortress is insane - I haven't had any hands on time with it but it looks amazing.
All of this is incredibly amazing. Thank you very much for posting it.