Perhaps I wasn't very clear, seeing L. Spiro 's comment, I'm not the programmer for this game, I simply planned the entire game and have basically everything written down for it, like research towards stuff that will be inside the game, information, what will be in the game, game mechanics that should be implemented, realistic things like pollution and such, how people calculate certain things in real life, resources, biomes, basically everything that a Writer for a game is suppose to do. I just felt, that learning how to program would be cool. I only suggested that I learn programing because I really don't have anyone at the moment to program. I could surely find someone if I really threw myself out there, but I really only have talked to people I've known for a long time because I trust them, I'd rather not rely on someone I don't trust. I just figured if I learned how to program I could help. That is all, that's for your guys responses.
I don't really plan on posting this game for money or for fame, me and my friends really just wanted a game for ourselves to play, seeing how there isn't really a game that grants us everything we desire, so we figured, why not have fun making something of our own to enjoy and for ourselves instead of playing pointless games on the internet that don't offer us everything we want.
Let's put it another way...
You have come up with an ambitious design to build a sky scraper. You've gotten a few people to help you decorate the interior and paint the exterior, but now you need construction workers and steel workers to actually assemble the sky scraper. You say, "Well, I can't find any right now but I think construction sounds cool. Maybe I'll start building this sky scraper myself! Oh by the way, I've never even built a dog house."
Then you say, "Me and my friends aren't really planning to rent the sky scraper out to tenants to make money, we're just doing this for fun." That doesn't negate the fact that its going to take a shit load of work to build the thing in the first place.
L.Spiro's advice is 100% solid. Start super small. Build the dog house before you attempt anything larger. The dog house sized projects may seem trivial, but they're essentially like the game programmers version of "hello world". It shows you have the necessary project management skills, workflow, and dedication to see a super small project through to the end. The risk of failure is minimal and shows you the areas you need to work on before taking on bigger projects. Once you've got a solid grasp of what it takes, you can move on from the dog house to human houses, then from human houses to small office buildings, and eventually to sky scrapers. Building huge projects are not solo projects, they require a team, and teams are all institutions which require a working team infrastructure which gets developed over time and with experience.
Yes, you should shelf your current project. It's not possible with your current resources. Shelving it doesn't mean you throw it away, you can always pick it up later when you DO have the necessary resources to make it happen.
There are also some project management issues which will come up but you may not know about them yet: Cost overruns and schedules being missed (which are hard to foresee). If you can only support a project and its expenses for two years but in practice it takes three years to complete, your project will fail. Even if you aren't paying your staff, the real "cost" I'm talking about is the cost of motivation and morale (money helps increase this, but isn't the only solution to incentivize people to stay motivated for the duration of a project).