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Greenlight can be a very stressful and hatefilled place.
For coding: Visual Studio.
For 2D art/textures: Photoshop.
For 3D models: 3D Studio Max or Maya.
But there's a roughly $5000 price tag attached to all that so here are the free alternatives that are nearly as good:
For coding: Visual Studio Express Edition.
For 2D art/textures: GiMP.
For 3D models: Blender.
Expect it to take a year or two to learn how to make a game. Then it will take a year or two to learn how not to make games, the first few games you try to make are going to be very poorly made and you weep with regret when you look back at them with experience, most developers go through this, it's normal. Then you can finally start working on the game you want to make safe in the knowledge it wont be complete crap :)
I wish I was being excessively cynical but this seems to be a daily occurrence.
A lot of people let premade engines do the heavy lifting...
http://store.steampowered.com/tag/en/Game%20Development/#p=0&tab=NewReleases
Yeah using an engine is a pretty good way to cut down on development time if you don't have a LOT of experience developing engines, and provided you don't have any special requirements that your chosen engine isn't set up to handle.
Assuming the OP's serious about their level of noobdom, they're likely to run into their own limits before an engine's on the first run.
Now back to the usual...
A premade engine like Unity or Construct is great for throwing together a quick prototype to show to people who may want to join your merry band... etc.
FTFY.
This man knows what's up.
That is a difficult concept to grasp. People say EA knows how to ruin them. I'd advise you to KEEP IT SIMPLE. This will make it easier on you as a developer, and on the customer when they play it. As you develop it further, you can worry about adding extra gameplay features. KEEP. IT. SIMPLE.
Write it out on paper first. Saves time and you can foresee any problems you might have, you can get a grasp of your entire game on paper before developing it. You then have clear goals and can reach them without going into a deep depression mid-development.
Use your own original work, not someone elses. Bill Cosby forced me to take my game off the internet because I used sounds and faces that I didn't own the rights to use. Try to make it completely original, or you will get a cease and desist letter, or worse, legal action taken. They WILL find out.
Like others have said, you are going to sacrifice a lot of your personal time making this game. It won't be easy! Nothing good in life is easy. Except love, love is easy. Set weekly goals, or draw a few assets a day in your personal time.
Use reference games to help you. Analyze how other games work. Play other games like the one you want to make, but when developing yours, keep it original.