You and the team just had the best brainstorming session of your life and this new game idea is going to totally be the best thing ever, no doubt! You go back to your IDE and that empty project is just staring you in the face like an evil garden gnome's blank expression. Where do you get started? What's that first line of code going to be? Can I just procrastinate and blame it on the lack of art assets?
Simply put, NO. Writing that first line of code may not be the hardest line to write, but getting over [code]writer's block is no easy task either. Typically, my first step is getting a character moving on screen with the new control scheme in a very basic level. Yeah, using stubbed out assets kinda sucks, but at least it starts your momentum. After all, that first line of code is not going to write itself. Once you have stable controls with your sad, little programmer art (or stubbed assets, as I mentioned I like to use) and it's deployed for the team to try, all the excitement starts. Even more ideas start pouring out, people are giddy and assets start flowing your way like Niagara Falls. Next thing you know, you have the character animation code written, a playable first level and it really does start coming together. That initial hump is hard to get over, but once you get it, well, the entire development roller-coaster begins! If you think that was hard, wait until the game goes through its first round of QA...fun times.