Also, as a quick tip, please make sure you have a story outlined, just so you know which direction(s) you want the story to go. Too often, I see devs release games here that seem to decide on the story from release to release. I mean, you can include input from players/supporters of your work along the way, just plan things out a little bit. The outline is only for you to keep track of what's important to the overall story, so keywords that remind yourself on what to focus on will be more than enough.
When it comes to putting everything together (after the artwork is done), Ren'Py is one of the easier platforms to make code for, and that one is even free (open source). Knowing Python beforehand is a bonus, but it's also easy to learn it along the way. There are plenty of guides, both on the official website, and in the forums listed earlier.
Yes, he's absolutely right. Just because it's graphically beautiful doesn't mean it's a good story.
There are many ways to make a story, and you have to use the tools you really need.
In my case, I use a timeline with character sheets (about what the characters know or don't know, whether they did it, etc.).
It's easier for the author to find this information quickly.
A short storyboard before each chapter/season/version. This can save a lot of time, because you know where you're going, and you don't have to waste time looking for it during the story.
With a long storyboard, I put in all the plots, revelations, goals and routes, so I know where I'm going and what to do. (I did this before I even started the story, so I don't have to change the look along the way. Readers might get confused. the palliated goals, and above all the final goal
The character sheets, with their traits, characters, etc., let you know how your character would react to such and such a situation.
And we're not going to lie, the overall story is an asset... a good story can change everything. You can have ugly graphics and a good story can make you appreciate the work.