The only thing is, I'm not certain I CAN do it, since I got plenty of errors [snip]
This is going to be your major hurdle: Not the making of the errors, but being worried about them, and treating them as something bad instead of something to overcome and learn from. Bugs and other issues are a natural process of development.
Also, I will second Unity(edit: as an engine to use, not necessarily to learn stuff to start): from my small dalliances with it, it seems like a better option for someone more worried about making a game and not doing insane things / low-level required stuff. There are things you will not be able to do in Unity (free), or even Unity (pro) should you want to spend big bucks, but neither would stop you from making a game like this. You also have several options on scripting languages with Unity, so you can pick your poison.
Regardless of the path you choose, you WILL spend long hours on INCREDIBLY STUPID problems! You WILL spend time doing things that don't end up in the final product! Some of the things you do won't even be on your game; they will be tests and trials of concepts and code as you learn. Etc, etc, blah blah blah, programming pep talk, yadda yadda.
Map out a quick plan for the entire project as best you can (it won't be perfect), split it to doable small chunks, try to get the feel of the entire thing. You will know if you want to continue with it or not once this and the first programming chunk is done. Don't be afraid to put in shitty art just to get something in: a box and an implemented function is better than dread and doom and nothing done. The rest is just progress and making sure you keep going and don't lose heart.