by x3Darkie » Sun Jun 25, 2017 9:41 pm
Since you can program, Unity or Unreal is a great place to start. Of course like any programs, you'd have to adjust yourself to the UI in order to make any significant progress.
If your game is heavily reliant on the visual aspects (I'm trying to sound smart. This basically means if you want pretty graphics), get a decent artist to work with you. It doesn't need to be triple-A quality. It just needs something to differentiate itself from the fold. Something that pops, something stylistic. Naturally, not every game needs stylistic art. If your game doesn't need it, or if you feel your game could make do with normal "traditional" art, just do that. Just make sure it's decent and pleasing to the eye. This is rant territory, but while most art can be considered subjective, there's a technical level to it. Being able to illustrate proper proportions (or at the very least not drawing a Flying Spaghetti Monster that's supposed to be a human) and having a good grasp of light and shadow in painting is what I would consider a "decent" artist.
For game dev in general advice, either start out small, or plan everything out before actually starting to work. This could be the engine, controls, level designs, sound designs, everything. If your game isn't small. Plan everything the fuck out. I first started out my game in RPG Maker with the intention of replacing and overhauling things as I go. I eventually had to port the game over to Unity once I realized the limits of the engine. So I can't stress enough to plan everything out before you start working if your game's scale is not small.