Go and check out GameSalad or RPGMaker for some basic stuff, else I think Unity sounds like a good, solid start. I have minimal Unity background, but Unity is what keeps popping up when I look around the internet atm. But there's tons of engines out there that you can utilize (just pick the one that sounds best for you, after some hours of research):
I only have some general advice, really:
The reason why people tell you to start small is mainly because you're 1 person. You need to start small, because that's how you actually manage to finish a project. You can't imagine the Pandora's Box of bugs, glitches and hours of frustration you'll unlock if you start with a project too big, and this is demonstrable one of the biggest reasons why people fail at game development. The clue here isn't really just to know programming. The big secret to beginning as a game developer is to actually make stuff and have a portfolio to show off to someone.
Also, real professionals try not to judge a book by its cover, they look for the actual experience. You might have ludicrously bad textures in your game, but they may still be interested because it's a simple matter of hiring a visual designer to make better textures later. Or similar.
Here's a video for you:
Notice how the guys in that video all say the same thing: -- Make mods, create something, anything. -- Get a portfolio, but don't start massive undertakings that typically require either years of experience, the muscle memory and twitch to type 2000 lines of code per session, and/or a big team that coordinates their individual efforts.
Start small. Seriously. I'm not joking. Make a mod for Skyrim or Minecraft, get some sprite sheets made, sound, 3D models, anything. Maybe you rather want to build your own Tetris game, Super Mario, anything that you could do in a reasonable amount of time with minimal debugging. Utilize your strengths, not your weaknesses (unless you want to make them into strengths, as an investment).
But whatever you do: Start. Small. Seriously!