bellofresco said:
Ok, so, if I am not wrong, what you suggest is to prepare that document called GDD (Game Design Document) and share it, isn't it?
Yes, but can be just a description in a post, not necessarily 10 pages sharing all of your ideas in detail.
While reading, i'd try to get not only an impression about your planned game, but mainly about your competence as project leader / game designer, or however we name it in context of a hobby project. It's not clear if you are aware about the scope and work necessary to complete even a small game, for example.
Problem is, small projects don't really need such a position. I'd recommend you download Unity / UE and play around, watch some tutorials, etc. They have asset stores with lots of free content and templates. So even as a non programmer / modeler, you can still practice to design levels and worlds. E.g. UE defaults with a small world made of boxes, and you can edit and play this with default FPS controls.
After some time, you could then say ‘i'm no skilled programmer or artist, but i have some experience with making levels.’ Much better start.
I guess really anybody who works on games can do at least some scripting, including artists. So you want to try this too at some time. Scripts are programs, and programming itself is not hard if the problem isn't hard, which is often the case. (E.g. write a script that opens a door if player enters some trigger volume.) Writing a simple game like Pong / Pacman is also something you might want to try. It's a lot easier nowadays with all those Engines and Frameworks caring about low level stuff. I guess you can find some template, edit code and see what happens.
bellofresco said:
(I think it would really take too much time and resources)
Yep, but that's how games are made. No matter if in team or alone. So you better start early than late, and you better start small not big. That's the general advise at least. ; )
Good luck!