Ko-Ado the Cloud
After handing in, I worked a bit on a 2D game, just to get the entire game development process, beginning to end, done in a span of two weeks. While it works, it's so much fun to work on that I'll keep adding to it. It's a multi-player space-based RTS, but I'm now deep into a desire/plan based AI implementation that will make it work single-player, too.
Both of these are developed in C# using the XNA Framework. The main limitation of that set-up is the limited CPU performance that C# programs get on the Xbox because of limitations in the Compact CLR it uses to run them. You'll just have to bite down and accept it, though.
More information on the early screenshots page.
I'm experimenting a bit with the UI. The four buttons in the center are the four controller buttons, where the buttons you can actually use are highlighted in color. The four buttons also double as cross-hairs. To select a specific unit, put the cross-hair buttons over the unit. Green will highlight. Press green to select. That kind of thing. And, yes, there are better ways of ordering multiple units around than just selecting them one by one -- one of the biggest problems for RTS games on consoles is the control sceme.