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Yeah, if this is really what you want to do, and you have a great idea, or at least an idea you love, break it down into concrete steps, substeps and things needed to make it a reality.

Then just move forward on those pieces, until they're all complete and your game's done.

Then launch it and promote it, and repeat the process. 

Also be sure to play to your strengths and enlist help where you lack ability. I've enlisted a musician for my game 'Miniature Multiverse' because I know that I'm not skilled there. But I am a very capable artist and while I'm not a strong coder I can certainly handle high-level 'visual code' in Construct 2 or Unity + Playmaker without too much difficulty, so that's how I handle most interactivity.  

But do realize indie gamedev is super competitive and odds of making a lot of money on it are extremely low. Don't expect much, especially early on with your first game.

Also, don't aim for things that are so ambitious they're impossible to realistically complete. Don't try to make a giant MMO, start small and build a proof-of-concept [usually with a ton of placeholder graphics and audio] first to make sure the crucial and hardest-to-solve mechanics work, and once you know the game can be made playable and fun in a limited state, focus on adding to that prototype with nice visuals and sound and more variations of existing interactions, more polished everything. 

For my game 'Miniature Multiverse' the idea was a first-person puzzle/adventure game [i.e. sort of a Myst-like] with realistic-looking O-scale miniature handcrafted graphics, it's cost me $1200+ and the concept began in 2010, but only moved forward in earnest around 2016 or so. 

I had a few key things to solve, at the outset - firstly how to capture panoramas inside a scale miniature gameworld, what software to use as a game engine, etc. I tried several engines and VR-tour softwares before realizing that this could work with Unity. As for the panoramic capture, the first steps were missteps but I eventually solved it when the cameras got compact enough and high-res enough that I could mount them inside the model setpieces without issue. [Prior to that I tried using a [then] high-end 14-mp, $140, digital point-and-shoot cam with optical zoom mounted above the mini world, capturing reflections off 2" chrome ball bearings with polar coordinate unwrap. The resolution that resulted was never good enough.]

Bu in 2016 I revisited this with the breakthroughs of the rapidly evolving Unity engine and modern, super-compact GoPro-type action cams. That's when I tested this all again and realized, yeah, I can do this. After that, been developing it heavily for four years, will try to release a full game by the end of 2020.