What is there to consider when First building a game as such? The stat? the goal? The features? 3d space maneuver?
These are mostly things you would have to guage on your own end. A tiny amount of programming exp.erience is an ambigous statement
The goals ideally are realistic, and are usually directly proportionally to the amount of time you and your team have to invest into the project. Does your team have financial backing for this project, do they have a job, or children? It might sound like a rather unrelated inquire but these things usually have a direct relation to the progression of the project and the projected goals you initally set.
Is it a necessity to create a new physics engine?
If so, how should i start?
Not nesecarily, you could use a pre-made physics engine and depending on the time-frame you set for the project to be completed, might be a bit more advantegous to prevent scope creep. (Bullet-Engine, Havox are a few pre-made ones)
I hope this doesn't sound, or is actually not too ambitious
It sounds very ambitious, especially if your still learning how to code. But then again nothings impossible. Just remember even the more mundane 3D effects have a lot going on under the hood to produce the final result. The diffculity to reproduce thse effects are usually going to be exemplified exponentially by the less experince you have in programming and 3D application development.