" I wanna make a game . But i don't know how can I manage my new first game process . "
Cool! Good for you! Many begin such a journey, but few will finish. Maybe you'll be one of the few? It's possible.
" How can I announce my game? "
Hol up. You're only just now thinking about maybe making a game, and the first thing on your mind is announcing it? You've got it way backwards friend. Game first, then announce it.
" Does it appear on my page when people are browsing Patreon in the porn game? "
Patreon? Didn't you just say you want to make a game? Again, you've got it completely backwards. You're thinking about Patreon and game announcements and merch before you even have anything to show off. You need to start from the beginning. It's like the underpants gnomes say:
1 - Get the underpants.
2 - ???
3 - PROFIT!
You're on step 3, and you don't even know what step 1 and 2 look like.
You should ask yourself a few questions:
What kind of game do I want to make? Visual novel? RPG? Puzzle? Text adventure? SHMUP? Metroidvania? Get some direction here first, which will lead you to the next question.
What engine am I using? Renpy? Gamemaker Studio 2? Godot? RPG Maker? Coding it from scratch in C++? Are you familiar and comfortable with the engine you choose? If not, it's time to get familiar and comfortable with that engine. You're not going to be able to realize your vision if you don't even know how to use the engine you plan to work with.
Art? Background music? Story? Gameplay? Coding? UI design? Game design is multi-disciplinary. Which ones can you reasonably do? How are you going to cover the fields you're lacking in? If you plan on getting someone else to write music or create artwork, don't expect them to work for free, and they certainly won't work with the promise of "future profit sharing" while you take a mere "Idea man" stance. Ideas are a dime a dozen. What do you bring to the table?
I recommend using something like
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to break the gargantuan task of making a video game into smaller and easier to manage chunks. Too many beginning would-be game designers get way in over the head after they severely under-estimate just exactly how difficult and how much work making a game actually is. The sheer scale of the task overwhelms them, and they quit before they even get started. Chopping it into smaller chunks like "draw 8 frame walk cycle of character going West" and "create city park background image, initial sketch" makes for easier, yet certain progress. How do you eat an elephant? One bite at a time. If you try and just eat the whole elephant you'll fail.
Also, even with Trello, keep the scale of what you're making small. You are not going to make the next giant blockbuster in your first attempt, or even your first two dozen attempts.