These questions pop up all the time. I recently answered a similar post on a related question, which you can find here. Yes, the game concept is different, but the responses I provided - I’m the only one who responded, so it makes for easy reading - are transferable.
As Xenome has already mentioned, none of what you have mentioned is insurmountable, but for a single developer working alone, it is quite the undertaking and would require a very strong will and large amount of dedication.
However, you’ve asked some questions and I’ll do my best to answer them. Though, instead of massively going into depth (you can read the link I’ve provided for further, in-depth information on tools, pipelines, and so forth if you’d like), I’ll simply jot these down as bullet points. However, if you require further clarification, please let me know.
- Your first question is “should I embark on creating a game.” This, is entirely up to you. No matter the size of the game you are planning, this is a long journey and there is a massive amount of learning ahead of you. I’m assuming you have no prior experience, because you did not mention any - and your line of questioning suggests it. If I’m mistaken, I’m sorry.
- To create characters, props, and other assets for your level you will require a 3D modelling application. Industry standard software would be Maya and 3ds Max. Though, there are numerous others that are widely used. This includes free alternatives, such as Blender. Many people combine zBrush or Mudbox into their workflow, as well, to create high-poly / high-detail meshes, which they then bake down onto a low-poly model. This keeps the poly count low, whilst keeping the detail.
- You will also need to consider texturing your assets. Everyone has their own workflow for this - as they do with modelling. An industry standard application would be Adobe Photoshop. Though, there are a number of intuitive programs, such as Substance Painter and 3DCoat, which can allow for a more flexible workflow (for some).
- To texture your assets, you will also need to understand and learn how to unwrap models. This provides texture coordinates, allowing you to take your map into Photoshop or Substance Painter, for instance. Some people find it very hard to understand this, and it can take a while to learn. It is an absolute must, though.
- In order for your characters to “move”, you will need to learn how to animate and rig them. This is an art in its own right, even. Again, it’s a must if you don’t want models that are stuck in a certain pose. There’s a huge amount to it. I’m not an animator though, so on this front, you may need to await someone else’s response, should you need further clarification.
- There’s also programming. Unreal Engine 4 uses C++ and the more user-friendly (well, arguably, to some) Blueprints; a form of visual scripting. It is essentially the evolution of Kismet, if you are familiar with UDK. It allows for quick prototypes to be developed in a reasonable time-frame, with little or no knowledge of C++. It can take a while to wrap your head around, but the possibilities are utterly vast.
I’ve touched on most of the things that you will “require” in order to develop a game. If you’re aiming for a basic prototype, you will need to learn most of these things to a reasonable degree. If you’re aiming for a super polished and realistic product, though, there’s a long road ahead.
It is worth noting - and I’ve said this numerous times before - that some people are not suited for all of these aspects of game development. Some will be comfortable with modelling, some will be more suited to animation, and others will be right-at-home with programming. You can, as I’ve said, learn these all to a “reasonable degree” if you put the time and focus into doing so. Though, mastering them is an entirely different ballpark. Yet, there are some people - including many on these forums - that defy all of that, and are seemingly able to perform all of these different disciplines.
The best thing to do is to start out by testing the waters. Download the engine, take a look and start small initially. Work to your strengths and don’t overstretch. Just because you can’t make your dream game today doesn’t mean that you can’t in the future with time, patience and a lot of hard work. And please don’t get me wrong there - I’m not being discouraging in any means there