If you are seriously interested in starting a game development team, you need to show people that you are experienced and work well with others.
As you get better at game development, you will
- learn how to make fun, fast and effective games.
- get more people that will want to work with you
- be able to make a product that you can sell
From experience, the key is to start with a
minimal scope for the amount of time you are willing to spend.
For something like a Ludium Dare, you want something that you can put together and make work in just 6 hours, and then one would spend the remaining time adding polish and making the game fun. Be sure to spend a few hours deciding what the game is, and what you want to achieve.
For a larger project, ensure you are doing extensive preparation by writing an entire Game Design Document. Don't be afraid to spend days on this,
without even touching code. Not touching the code is a hard thing to do, but it really helps the process. Check out
John Cleese on Creativity.
For example, your game has a very
large scope and will require
days to writing a game design document.
Let's go over the elements:
- sandbox
- survival
- RPG
- fantasy
- mana
- potions
- rings
- alchemy
- Inspiration from Minecraft
- Inspiration from Terraria
- Inspiration from Dark Souls
Want to make a fun and interesting game that will happen?
Cut the scope. Pick one (maybe even two if you're feeling feisty) and make a game around that. Try to write as much reusable code as you can. If you have a library for each of these elements that you know inside and out, you could very well write a game that involves all of these elements with ease when you have a much stronger grip on game design.
Most of the people here on the forums want you to succeed, but you need to be aware, that just making a game of this scale with your experience is going to prove to be a daunting and ignorant task of futility if not approached properly.