Hello I am no longer updating word press for the time being

If you wish to be a tester for DQOI multiplayer you can join on discord or follow on twitter





dontquitownit [at] gmail [dot] com



DQOI Multiplayer


I’ve been working on DQOI multiplayer for many months now, there’s still plenty of testing to do, this is just a small update to let you know I’m still working on the game and plan to make it (this will not be vapour ware) it’s just taking some time… and that I’ve switched my focus from the single player executable to a web based multiplayer game.


September 12th – Quick update

Good news! I’m back on track, currently working on multiple window/widget styles or themes to provide choice and pave the way for custom themes after some time of having messed up the code base and having to revert to an older revision and reapply changes to get the code to compile. I also hired someone to work on the custom multilingual programming language (OOP Code) to help me progress things along a little. Apart from tackling a tricky memory leak to do with texture loading for the maps and in general, that’s it for now.


August 12th – Map prototype

I’ve made some progress with the map prototype, lots of huge image files from NASA have been split and resized to make this happen. It allows zooming in really far and the detail is great.

I’m also slowly shuffling around the UI, I think I’m going to go with one task bar at the bottom of the screen, which contains a main menu button, sound controls (small icons like in the bottom right of windows) and tasks that are running which can be minimized and maximized or focused from the task bar.


June 19th

dqoi_x86_debug 2017-06-19 05-35-16-35 from d834f934h9f on Vimeo.

I’ve gotten around to adding basic features that are a must!

Trace tracker

Phreaking boxes


  • Black box (Allows the calling party to not be billed for the call placed)
  • Aqua box (Drain the voltage of the FBI lock-in-trace/trap-trace)
  • Blue box (Tone generator, emitted 2600Hz tone to disconnect a long-distance call while retaining control of a trunk, then generated multi-frequency tones to make another toll call which was not detected properly by billing equipment)

Gold box’s seem cool, but I don’t want to go OTT so that’s it for phreak boxes now as I need to work on them some more and make improvements in both appearance and functionality.

My mockup of an aqua box, ingredients taken from


The next step is to make some changes to make them look more realistic


June 18th

It’s 2:21 in the morning, I’ve had spent some of yesterday re-factoring code and contemplating the path of my computer game and what I’m trying to achieve. I realise that unlike a business the aim here is simply to make a one hit wonder, profit from it, then to pursue a journey of travelling as well as bettering my health and life in general.

The computer game genre has already been well defined by Introversion, the game Uplink is widely appreciated for it’s achievement of being just that, a game and well.. Uplink.

The aim for DQOI is to do the same, be a game and an immersive one at that, which one can get lost in a little. I feel that I have determined how to merge what is real and what is a video game, to bring the game within a game to life.

For now it’s late, and I’m going to sit here meditating for a while, focusing on my breathing to merge the concious and subconscious as even though I have recently been attempting to encourage interest in this project, there isn’t a great deal that is finished and going to attract the interest I seek.

Eventually I hope that completed progress will seduce interest along with a continuation of this mirage of reality that Introversion constructed and took from bedroom to international light, another reason why I’m happy that I’ve succeeded in making this a multi-lingual hacksim/rpg game engine.

I’ve also read some great books relating to computer hacking, both fact and fiction, and with the way Uplink kinda incorporated the telephone system I feel it would be great to pickup where it left of, as war diallers are a must. So here’s a little glimpse of where I’m taking this next:


Additional note: Would you like to sponsor my project early? I’d be willing to consider based on us having a discussion and there being a considerable contribution towards my efforts. I’d be happy to show you and your logo as a sponsor somewhere within the game/website should the terms and your business be suitable. It’s also possible to get involved in the projects development.

The time is now 22:02 and I’ve spent the day reading into different types of cast in c++, I’ve read of dangling pointers for the first time, and whilst cleaning up code I realised that inherited class deconstructors weren’t being called upon their object being deallocated because they weren’t virtual in the base classes.

I’ve also got hierarchical processes being disposed of correctly and therefore when terminated they no longer appear in the task manager program or memory. An example of this is when I open a terminal, run a console program that runs another console program and so on, when I close the terminal window all those new processes begun will terminate themselves in reverse order. It should be possible for them to be deallocated in the correct order (newest > oldest) yet for now this works fine and I see no problem with it.

More re-factoring and code tidying to come.


June 13th agenda

Today I’ll be adding more languages, there are around 65 more or less that can be added to make this an international hack sim. This is a fair amount of work as terminal commands need to be updated for each language, so does the output, same goes for graphical programs. There are also numerical values to take into account, and date/time formatting. I have the code setup to detect the language of Windows, so it checks this against what languages I have provided support for and will default to a known language if possible.


WIP v0.1.2.ap

v0.1.2.ap will be the minimal viable product to give you a chance to take a look at the game engine.

A couple of fancy things have had to be disabled because I’m stuck making this on the lowest spec PC you can imagine, OpenGL limited to 1.4 (on board graphics), Windows 7, 80gb hdd. Not alot to work with, as opengl shaders and additional framebuffers etc. cannot be used, were back to the days of what introversion had to work with when making Uplink.

The plan is to have the following GUI applications:
A music player
A crypto currency wallet
An email client
A brute force password breaker
A port scanner
A basic web browser
A database
A terminal
And some form of FTP client.


Even more competition!

Expletive deletive. I’ve just checked out hackerexperience.com to see if they have finished working on v2, and its better than I thought, after two years of silence they have begun publishing information about the second version of their game, they’ve remade uplink music, and there are many features which I have planned to include which is a bit of a bummer as I have to say their work on the maps is far greater than I intended to achieve myself or possibly could. Even so, I guess my pc game will still be my game, and it will be true to the vision I have had for many years.


New Inspiration

I’ve just noticed hackmud – and I must play it and use as inspiration

Food for thought… I like how the game focuses around the terminal and has user friendly features like auto complete and is function/scripting oriented. There are nice simple effects that are emmersive within its appearance and audio presentations.

One point that I must make is that DQOI Will be an offline single player, so that anybody can get stuck in at home without having to plug into the matrix. I intend for any community following to take the source and adapt it for LAN play or similar when it goes open source.

So now we’ve had revelation, and AI takeover, what will we think of next?

I give hackmud a 9/10 the best rating I have ever given to a hack sim and is on par with Uplink.


v0.1.1.ap change log


  • Changed debug options to contain hyphens instead of underscores where a space would exist
  • Disabled gui window title bar auto size during gui debug
  • Enabled gui window title bar close button visibility during gui debug
  • Set gui window title bar width to match window width during gui debug
  • Set gui window title bar icon to default to the program icon
  • Update gui window to draw new theme container


  • * terminal segment borders seem to be enabled by default on linux
  • * GuiWindowContainer opacity not working
  • * rectangle draw function, notably where used by gui window container, corner pixel fudge seems to be a pixel out on linux
  • * should change audio files to ogg for native support on linux
  • * gui window container draw a pixel too low
  • * wallpaper not rendering on linux yet other images fine, is this because the image is of the resolution UHD?
  • Epic FPS on Linux




Here is a screen shot of multi monitor “simulation” mode

At the moment multi monitor is only available when in fullscreen mode, however I ought to allow it in windowed mode as this is what I use to simulate multiple monitors when my laptop isn’t plugged into my television.

I have now written code that allows the user to run multiple commands in one go, splitting them with the separators ; and &&

Also as a note to myself here – I need to change all command options to use a hyphen – instead of an underscore _ in place of spaces  because it is easier to type command options quicker like that as the fingers revert more easily to repeat the hyphen, just like they use for real Linux commands.

At some point I also intend to prevent the player from getting gui windows lost in the ether between monitors / windows, god forbid.. such a tragedy should never occur.

“cli_shell” also to be renamed to “cli”


Update – Current features

  • An OpenGL terminal
  • A motherboard initial boot scene
  • A mockup BIOS (which I intend to allow the user to set a password with)
  • A mockup desktop with some gui code for windows, buttons, labels (I intend to allow the user to disable auto login, and set a password so that they can lock the virtual desktop)
  • Process and program simulation
  • command line option and parameter parsing
  • A debug program and a bunch of mockup programs that allow file managment, directory traversal, etc. you can even set the host name of your virtual computer!
  • Multi monitor support
  • Audio and textures

Coding standards

I’m having to decide on some coding standards that are to my liking. If you have any suggested amendments I’d love to hear them.

Header Files

  • Don’t use “#pragma once”, this is Windows specific
  • Use #ifndef and macro definitions as they are suitable for all environments.
  • Don’t use “using namespace” within header (.h) files, only code files (.cpp)

Global Variables

  • Global variables should be prefixed with “g_” and prefixed with a lowercase letter

Classes and Namespaces

  • Classes should be stored in suitable namespaces
  • Class and Function names should start with the first letter capitalised
  • Private class member variables – start with “m_” and the first letter is lowercase
  • Public class variables should begin with the first letter capitalised


  • Function parameters should start with a lowercase charachter


  • Declare as null
  • Remember to deleted
  • Set to null again once deleted

The game begins

I’ve recently started work on a computer game called “Don’t quit, Own it” that I’m writing it in C++, or at least the engine for the game, which I hope will always start with a boot sequence, where you can go into the BIOS configuration to set a supervisor password that prevents others from accessing your saved game. So far there is that and a terminal, and that’s about it, the plan now is to work on GUI widgets. I hope to add a programming language to allow you to make your own console programs and also graphical programs. Please checkout the dev video page for a preview of where I’m at.