I'm teaching that Introduction to Game Programming class at ACC again this semester. Last year, there were six(?) people in the class. This time around, I've got fifteen registered. Twelve showed up, eight of which have decent programming backgrounds, which is interesting. (Only two women were registered, neither showed. Sad.) Anyway, I think I've got a pretty good angle this time around - instead of working through one big project and trying to get everyone to program during class, we're just going to focus on architecture and system design, and try to build a relatively general-purpose game engine during class, and then everyone gets to work on their own game project on their own time. This way, I get to cover general principles, and work the Python over in the process, without getting bogged down in a specific game, and everyone gets something to show off at the end of the semester - and something to show off to people later on, when they're looking for a job. Of course, my original plan was to lean heavy on the non-programming side, so I need to rework the syllabus and whatnot in pretty short order, but I think it'll work out just fine.
I'm working on a bunch of other stuff, a good bit of C and C++, which I haven't really had a chance to do in a long time, but nothing I can really talk about. Well, except for the GBA demo thing, but other than that, just worky worky. Stupid work. Need more time for games! Priorities, people!