Easier said than done, but I can see where they’re coming from.
A lot of people will tell you that you’re better off just starting with something rather than endlessly thinking of how you’re going to do it. While I agree, I think it should be noted that some form of thinking ahead usually doesn’t hurt, and can be a great help in the long run. Preproduction, for example, can save a lot of costs later on, since it prevents a shitton of revisions because “oh wait that doesn’t work out”. It’s hard to do right though, and sometimes turns into just another way to procrastinate.
I’m running into this myself at the moment. I want to get started on this dungeon crawler-esque game, but I have no idea how I’m going to handle all of it. I have a list of features (mentally, maybe I should note those down), but lack a solid understanding of how they’re going to work under the hood. People say I shouldn’t worry about it too much, and I’ll just figure it out as I go. True, but I don’t want weeks upon weeks of work to go to waste simply because my improvised system doesn’t easily allow for X or Y to be implemented.
And that’s where I get stuck. I can’t find a way to discover how to do something to produce the results I want. Sure I can look at code of existing games here and there, but it can be hard to learn from that, and I’m better off just trying something anyway. Just trying something… Yeah, I know what I just said, but it feels like it’s going to be a long, heavy period of trial and error if I go in that way.
Maybe I should stop making excuses and just like make game again.