Hi, I'm a full time game developer. I saw this post on the main page and decided to give some insight.
>I am aware that I can't do all of that on my own, no developer creates their own art, their own music, does the coding and the writing.
I have no idea where you heard that, but it's false. You can absolutely do everything by yourself, the main issue with this is that it's never going to be as "high-quality" as someone who takes their time to focus in a single one of those things. That being said, even though it's not the ABSOLUTE BEST quality, you can still achieve some pretty good results, and the more you work on these skills the better you will get at them.
>What I ask myself is if it is possible to create a game without programing?
Apart from the RPG Makers out there, here are some tools that you can look into:
Construct 2 (or Construct 3): This is what I use daily to make games. The programming on it uses what we call "events", much as RPG maker, but you can make any type of game on it. It also has what they call "premade behaviors", which mean you can just add an image to your game, add a behavior to it (for instance, a platformer behavior), a solid ground and you can already move it around.
GB Studio: This is a lot like RPG Maker, but it makes games for the Gameboy/Gameboy Color. I cannot recommend it enough, especially for anyone getting into game development. Since graphics are only 4 colors and it only has small tiles, it's much MUCH easier to draw something here than any other tool. This is a great tool for learning simple pixel art and basic programming (since it also uses events).
GameMaker Studio 2: This one is a bit more advanced, but there are a ton of tutorials online, enough that you can get a simple game working no problem. It uses "GML", which is programming, but it's their own language. It also has what they call a "drag and drop" functionality that works somewhat like the events in Construct or RPG Maker, but I wouldn't advise using it - you'd rather learn actual GML since there's a lot more tutorials for it anyway.
>Can somebody of you point me in a direction of how to tackle this?
First thing you'd need is a GDD, a Game Design Document. Basically, it's a document that explains the entirety of your game. For instance, if you're making a Visual Novel, what happens as soon as you start the game? Which actions can the player take? How does any of these actions affect puzzles, or interactions with other characters? The more you think about your game and how everything is organized, be absolutely sure to write it down. Never just "keep it on your head", write everything down, even if you feel like it's going to change in the future.
Here's a simple GDD template for you to work with, keep in mind this is one is very basic, only so you can get started - after you're done with it, you should start writing down step by step what happens in the game (especially if it's more story-focused).https://docs.google.com/document/d/1npEvqcMZSp0IX2hWw6Qq0WqJVfmVqS_YOGFWnnwfh-A/edit
Also, about hiring people - you should only do it after you've got a good chunk of the GDD ready, and an idea of how everything is going to look - because once you start paying for assets, if you change your mind about how anything looks in the game, you'd have to trash what you currently have and pay for more art again.
By the way, if you start doing everything by yourself, the GDD helps but it isn't really necessary (since you can just change anything when you feel like it). The GDD serves more as a guideline not only for your own organization, but so you can explain your project better to other people (especially the ones you're looking to hire).
There's a ton more to gamedev than this, but I hope this helps you a bit!