Once I have a signifigant, playable game I'll probably ask for an experienced writer to help clean up the storyline.
Elements of fantasy physics/magic are intimately linked with crucial game mechanics, both explaining them in terms the player can use and understand, and providing context for their overall purpose in the game. It's not always as easy to re-write after the fact.
I'm hesitant at the moment to ask anyone to invest more than a few minutes in my project since I have no portfolio and this is my first actual game (all of my previous work has been experimenting with parts of game engines).
Well, without any portfolio, it's unlikely that anybody would respond. However, if you have any prior programming experience, that's relevant as a resume/portfolio. Do you work in software development? What do you do for a living? What is your programming experience?
My critique was made in hopes of outlining the difficulty of even a simple aspect of game development (crafting a basic setting). A project of this magnitude takes many people many years to complete. If you're really serious about this, and you have the experience to pull it off, you do need a team of several contractors or partners.
If you need past game projects to get a team together (and you probably do), then the best course of action would be to make a few simple games simply for demonstration purposes. To say "Hey, I can make pong, and I can make it connect through a server to be played by two people anywhere in the world" -that would go a long way, and a lot of that same technology and experience would be very relevant to the project you have in mind.
Also my budget for this project is zero, but thank you for the offer.
If you're spending time on something, skilled working hours, then you have a budget.
If you would have spent 500 hours on something you aren't skilled in rather than programming (if this is your main area of expertise), then you would be better put to spend 50 hours programming on a contract job through oDesk or something, making a couple thousand dollars, and paying somebody else, whose area of expertise the problem in question is, that couple thousand dollars to spend 50 hours solving it.
Time is money, money is time. Wasting time by doing things you aren't experienced at is wasting money which you could be making instead and using to pay people who are experienced in those fields, saving yourself time and a headache in the process.
If you are in a position of being legally unable to work on the internet (such as being a minor, or in a country in which there is no available work and where there are trade embargoes or other NTBs preventing bank transfers to that country), then let me know, and I can help you work something out. Your English is clearly good enough to communicate with clients (which is a problem for most people in the world), so that shouldn't be an obstacle.
Since I cannot afford high quality modeling software I am starting by coding my own modeler.
As others have mentioned, re-inventing the wheel is not a good idea. If you're just making this software for fun, that's great! I applaud you. But if you're serious about making a game, I'm afraid this is a waste of time. There are free packages out there, and even if there weren't, with the time and effort you spend programming this, you could have made enough money to buy modeling software a few dozen times over.
That said, if you aren't a trained artist, you shouldn't be doing any modeling at all; use only free assets (and at the very most, cubes) as placeholders and hire a professional 3d artist to make proper models for you. There's an entire world of complexity you won't be able to account for which is relevant to texturing, animation, and the general efficiency of the models- even if something looks good to the untrained eye, it could be completely worthless as a game model.
If you can really make progress on this, I have access to a couple hundred thousand dollars worth of professional art assets that would work with this game (steam-punk airships and such) that I could probably license to you. They were for another game which fell through (but that's what happens in game development, you spend a million dollars and a couple years in development and then management and politics kicks in and things go to shit- c'est la vie).
The best thing that you could take away from this is to focus on what you're good at- don't waste your time on anything else. Full steam ahead with a large and fully funded team would need a couple years to finish this. You will need outside talent, and you'll need to bankroll most of that yourself (with contract work for other companies) unless you're gifted with nigh-supernatural charisma and convince professionals to work for free (which is nearly impossible).
Best of luck. Let me know if you need help with anything I mentioned.