So I guess I'm just asking for any ideas or tips of how to get something from an idea to an actual game (or at least a demo) for someone in my situation and I couldn't think of a better place to ask.
Technical skills aren't everything. Development teams benefit greatly from coordination and project management. Some of this falls under the umbrella of
"people skills" and
"management experience", but some of it is unique to software projects.
If you want to lead a team effectively, then you'll need to know when to offer guidance, when to back off and let someone do their job, how to provide useful feedback, when and how to apply pressure, and (unfortunately) when to fire a disruptive or unproductive team member.
Don't try to do any of that stuff right away. You won't know how to lead a software team, and if you try to learn on-the-job then you'll probably just antagonize your teammates and waste everyone's time. Take a trench-level role instead. You should be able to
find a game development project which is actively seeking an editor (and/or writer). Help
someone else to bring their game idea into reality. You probably
won't be paid for your time, so take advantage of the experience by asking lots of questions. Learn whether you actually
enjoy the work and the team experience. If yes, then branch out a bit - chat with the programmers and artists to learn a bit about how they operate. Try to figure out where the team has run into conflicts or delays, and think about how you might resolve such problems. Spend some time with the tools used by the team (illustration software, coding and debugging tools, filesharing and code repositories, game engines, chat and coordination services, etc). You don't need to
master these tools, but it's useful to familiarize yourself with them. Try to expand your skills by volunteering for additional roles (e.g. testing, translation, publicity) if you have enough free time.
Meanwhile: flesh out your game idea(s). Decide which themes you want to explore, and plan out how you'll weave erotic elements (and gameplay challenges) into the overall experience.
Resist the temptation to focus entirely your own area of expertise --
don't just write a novel. Try to plan out some gameplay sequences, or establish some musical motifs, or sketch out a world map (or a character design). If your teammates seem interested, then you can ask them for feedback and criticism (note: don't join a team and then immediately start asking everyone to join your own project -- that's a dick move). Once you have a few projects under your belt, you can contact some of your previous teammates and invite them to get involved with your new game. Or you can start a public thread and try to recruit more broadly.
Remember that game development is a collaborative process. Even if it's
your idea, you'll need to let the artist put his own spin on the character designs. Perhaps you ask for "high fantasy" and he gives you "steampunk" instead. The programmer might decide to include a bunch of hidden shortcuts in the Act II labyrinth. The composer might work entirely in dubstep. Deal with it
Recognize your own limits. Don't try to micromanage everything. Be prepared for the fact that your first project will probably fail, and that this failure will largely be due to
your own inexperience as a manager. Try not to lash out at your teammates. Take responsibility for the failure, learn from it, and maintain a cordial working relationship with your team. Don't engage in vindictive finger-pointing; salvage whatever you can and move on. If you feel burned out on leadership, then you can switch back to a writer/editor role for a while - or attempt a
solo project with a more limited scope (e.g. CYOA text game).