Actually, it can be easier than any of you might think (except for Shrike and Steak, maybe). All you
really need, besides talented people on all areas involved, is
time. And that, my friends, is the most valuable commodity on our short lifes.

Now, for a quick lesson on game development:
1. Build an idea. No point in programming if you don't know
what you're programming for. Making a good story and tech background is half the way into making a game, specially if you're talking about a space sim.
2. Detail out any and all playing possibilities. You must think of
everything the player will be able to do, and all this
before starting the programming stuff. Here you must define any language/script/data format that will be used by the game for models, sounds, graphics, missions, universe descriptions, etc. Implementing changes on the engine later is
really expensive.
3. Team integration: a good team is one where everyone knows what the others want. To accomplish this, one should take the team out to party as soon and as often as possible. Believe me, it
will save you work.
4. Now the hard work begins: defining the interfaces, building the engine core (file readers, memory managers, etc.), starting work on graphics, models, and sound, write the scripts for the universe/missions/whatever. This stage will take a lot of time, and it must be done very carefully. Mistakes here will reflect
badly in the end.
5. The cool part. Programming the 3D/sound/gameplay engine and putting all stuff you already have into the game to see what happens. This stage will require a lot of prototyping, the 'make it and see what happens' type of stuff. But it's hella fun. It's probably here that we'll start our work on auxiliary graphics/sounds (i.e. cutscenes and the like).
6. Now the thing begins to take shape. The engine is practically done, needing only a few tweaks. This is the time for the story people to put things together into the script/missions that will properly define the game. A bit of messing with the engine will obviously be needed, but if you planned it right not as much. Bugfixes mostly.
7. The testing. Now you probably have a working product and must make sure the thing will perform the way you want. You, your friends, your mother, your dog and a lot of people you find online will now play the thing till you can't stand it anymore. A few bugfixes on the engine, datafiles or anything else will be needed here. Again, if you planned everything right and followed the previous steps correctly you probably won't have much trouble here.
8. Voilà, you have a game.
Now, go find the people you need and start working on it dammit!
