>>43764392Well, I do know where to start, but it's also true that it's pretty damn tedious. I'm definitely not saying one-man-army is the way to go, I've never completed a project with less than three people working on it. That way lies madness, head to /agdg/ on /vg/ for proof of this.
But it's hard to put together a team if all you've got to bring to the table is ideas. In the biz, we call that an ideaguy. Simply put, while it's not necessarily easier, it's certainly less work to come up with ideas than to implement them. Most small indie games I've seen to completion have seen this kind of manhours split:
Guy 1: 5% game design, 30% prog
Gal 2: 40% art
Guy 3:15% art, 10% prog
So it goes like this, in a huge AAA game you can have a full-time ideaguy like Kojimbles, because there's just so much game to make. But in a small indie game, your ideaguy won't even be working part-time compared to the rest of the team.
Anyway I'm rambling. One thing I can tell you is that it's easier than ever to be ass at art and make some games. Finding yourself an artslut or two has gotten easier if you've got the coding chops to make stuff happen, and coding chops are easier to get than art skills imo. I'd recommend just downloading Godot (By far the best 2D engine out there at the moment, runs on a potato, it's like 40 MB) and just cloning some simple Atari game. I know I bashed it earlier, but if you ignore the crazies you might be able to find like-minded potential teammates on /agdg/ or
reddit. Maybe the romhack thread on /vp/ would be of interest? I haven't been there, but that's also gamedev.
Sorry for the unprompted advice, I'm not even sure your last sentence was a question.