information is spotty, and can sometimes be suspect. you just have to keep digging until you find what you need. asking here about specific issues can give you leads as to where to find answers.
money obviously makes things easier. you can take classes. you can buy gamedev books with code you can use. you can license content, farm out artwork, etc.
but money isn't required. most of the skills can be learned from online sources for free, you just have to dig. there are many adequate free tools available. i personally use MS visual studio 2012 express, june 2010 DirectX SDK, blender, paint.net, free clone stamp tool, anvil studio, audacity, greenfish icon editor pro, and inno setup compiler. together they provide a relatively turnkey suite of free tools for dx9 windows development. my only expenses are the cost of my pc, internet access, and something like $9 a month for a website (now that i have a game to beta).
skills you just have to buckle down and learn. a couple of my engineering related quotes come to mind:
"you gotta break a few eggs to make a REAL mayonnaise" and
"Rome wasn't built in a day"
IE if you want to do real game development, you're going to have to do some work. learning game development takes time. developing games takes time. its not rocket science, but its darn close. i know, i've been both. started in aerospace, then switched to software when the future dropped out of aerospace.
again, targeted questions posted here on gamedev can point you in the right direction for almost any gamedev topic. draw a triangle in dx11? someone here knows where a good tutorial is. latest siggraph white paper on atmospheric scattering? folks here know about that kind of stuff too.
one of the keys to using gamedev as a resource is to have specific questions, do your own research first (and be sure to search gamedev too!), then post if you're still stuck. there are developers here at all levels of experience, and odds are someone has been there and done that before. many times, as is so common in games, there are a number of ways to do things, and sometimes you'll get suggestions of viable alternate methods to choose from (each with its own pros and cons of course).
one usually doesn't just up and decide to learn game development, without some game in mind. what that game is for you, should determine the learning path you should take.
which leads to the obvious question of: "what kind of game do you want to ultimately learn how to build?"
note that i say ultimately, because unless your answer is tic-tac-toe or something of similar simplicity, you'll probably need to prototype a few different types of games in the process of learning how to achieve your ultimate goal.
as a solo indie gamedev, i'd say the biggest barrier i face is lack of advertising budget. but that's what free demos, a quality product (preferably the superior or only competitor in its class) , and word of mouth are for.
staying motivated over the course of long (multi-year) projects can be an issue - irregardless of team size.
figure out what you ultimately want to build, and folks here can probably give you the list of half dozen games to build to get you there. then get to work!
it can take a long time, and a lot of work, but it can be very rewarding. its one of the cheapest ways to do cool engineering and artwork stuff, as electricity is pretty inexpensive.