Hello everyone for years I have considered make a pervy game but truth be told I have no game making experience, lot of ideas for a game but no programing skills.
@TheCrimsonRisk is right. Start small. If you insist on creating a 3d adventure game with exploration, combat, quests, etc... then try to get some experience by joining up with someone else's development team. But it would be much more prudent to work on less complex platforms at first.
Text adventures and visual novels will present you with coding tasks which are fairly predictable (such as
"wait until the player clicks the left mouse button, then play a sound effect and show the next paragraph of text"). It's a good way to learn language syntax and memory structures - and you'll definitely want to have a solid grasp on those concepts
before you begin to worry about new terminology such as "quaternion" or "navmesh" or "uv map".
There are always new text-based games starting out. You can find projects on
Lemma Soft which are recruiting writers right now. You could find one which appeals to you, then start building connections. Ask the team programmer to explain how the game's Ren'Py code works. Study online tutorials. Befriend the team's BG artist, talk about your game idea, and inquire (tactfully!) about whether he's willing to work on porn games.
If you're going solo, then I encourage you to treat your first few projects as if they're disposable. You're going to make mistakes, and if you insist on finishing every project then there will be a lot of residual "baggage" from these mistakes which slows you down. You should always be prepared to say
"I've learned a lot from this project, but now it's getting frustrating and so I'm going to apply what I've learned on a new project."
So I would like to know what would be a good game engine for a 3d game in the vein of fallout 3, Oblivion and the like that is easy to learn and has fairly low system requirements but fairly good graphics and game play?
"Game play" is your responsibility. If you can't design fun challenges, fun levels, rewarding puzzles, exciting boss battles, etc... then you'll need to either team up with people who
can, or omit those elements from your game.
Unity games will run on pretty much anything. The engine can certainly achieve "Oblivion" graphics, but it won't compete with modern Frostbite games. The major advantage of Unity for a novice developer is its asset store. You can import various sets of content (levels, characters, weapons, AI scripts, etc -- some of which are available for free) into your project. You can even download a
complete working game and then gradually replace each of its components (while adding a few completely new elements) until you have a unique game of your own.
Basically my idea for a game is a post apocalypse game where you play as a male in a world that has been altered by a mutagenic virus and there are few men left but lots of normal and mutated women, plants and animals and since you are a male it's fight or die at best or be enslaved by normal or mutant women for breeding.
Let's be blunt: this is a
story. It can be the starting point for a game idea, but it's not a game idea in itself.
A game idea needs to include mechanics (map exploration, inventory management, gunplay, etc). It should describe the core tasks which the player performs. You should have some idea of the tone(s) which your game will deliver and the emotional impact that you hope to elicit (e.g. horror, slapstick, isolation, tittilation, power fantasy, etc). You should have an estimate of the game's total playtime, because there are some mechanics which are fun in a 2-hour game but which will become mind-numbing if the game is 40 hours long. In addition to writing the story outline, you should also figure out how the story will be told or delivered (flashbacks, NPC exposition, narrator loredumps, cutscenes, audiologs, journal pages, etc). Plan out the consequences for failure: does the game have instant "bad end" scenarios, or does the player get to resume with diminished resources after they've died, or is the player allowed to respawn and try again as many times as they want?
You don't need to plan out all of this stuff right away, of course. You can keep these ideas in the background while you're working on your introductory projects. By the time that you've acquired technical skills (or assembled a team) sufficient to tackle your game project, you'll hopefully have the game idea itself fully explored and documented.