>>269305803
>I'm honestly not too scared about level design and planning and all that shit, I feel pretty confident in my armchair designer skills
wait until you'll actually get down to it. i hope you're right, but i think you're wrong

>though I never really got into 3D, I'm not too scared about that either (especially since mechas aren't the most complicated things to modelize as well) and texturing won't be an issue at all since I got a background in using photoshop etc
don't worry about that, you can slap placeholder boxes and let someone competent fill it later

>the scariest part to me is really the coding and having to go through thousands of lines of codes just because I forgot a space or added a period instead of a fucking comma and shit like that
that's not how coding works at all. thing you should be afraid of is your lack of understanding of basic concepts behind coding, which will result in your code being unreadable, undebuggable, clunky, and most likely very slow. i have no idea how to go around it without just getting some experience in coding

after you'll get the concept of basic algorithms, read something on OOP, about good code practices, how to write testable code (you won't have to test anything because it's amateur project so yolo, but your code will look better if it follows this kind of rules), and then try figuring something out. don't be afraid to scrap everything either, re-do your project over and over until you're satisfied, always assume that you're still learning and you're aiming to learn rather than to make the game


good luck. you can push your badly written project very, very far even if it's a tremendous turd code-wise as long as you have enough autism to live with your own incompetence, so you might enjoy the ride