Thanks! I'd love to do that but honestly, I don't have any budget to pay anyone to help me through creating this game. I'm gonna be doing everything on my own. I already am writing the prologue of the game and came up with multiple varying scenes that will push the story forward no matter the options are. But yeah, I still have a lot of work and preparation to do before I release anything. I hope I can do it by next year.
That makes us two. I've been a solo dev for a long time before and did work together with an artist the past few years, though for the time being, I'm temporarily developing stuff on my own again. From my personal experience, I can recommend to focus on your primary skill first. I'm mainly a programmer and whenever I created something, I just wasn't happy with "programmer art", which is why I went back to create graphics, then create music and afterwards fill everything with sound effects. That kind of process results in a good little something, but you can often feel overwhelmed and lose focus on what you initially wanted to create as a whole.
If you're mainly an artist, I would recommend getting familiar with the workflow of creating art for games first (especially in terms of keeping a consistent style. I've had some artist friends run into the issue of always wanting to rework their old stuff, some months down the line, due to their style heavily changing after months), before you go too in-depth on programming or writing, for example, to overcome the first and most important motivation hurdle.
As a writer, you could already lay out most of the story and outline, which would allow you to sort characters and locations by importance.
In case of being a programmer too, developing the main mechanics and systems first is key. Try to create a pleasant game loop - Be alright with placeholders and do your best to inhale that good old copium until the main things are in place.
In a perfect world, all of those things would of course intertwine and would be perfectly planned, with game mechanics being based on the story/lore, with art perfectly fitting the requirements of your code / chosen engine and so on. But well, while it IS possible in theory, it certainly doesn't help with getting things rolling.
As a general rule of thumb, I'm personally now dividing my projects into chapters, in order to be able to focus on a specific part of the story first. Cutting that huge solodev workload into smaller, more digestible chunks not only keeps up motivation but also really helps with staying focused on the project. More importantly, try to get a little something done every day, even if it's just a few lines of code, a quick sketch or a simple dialogue/scene and before you know it, you've already made quite the progress a few weeks down the line.
Take it all with a grain of salt though, different strokes for different folks - Plus my backyard is filled to the brim with old projects and ideas.