Comment Re:Know what you're going to do (Score 1) 176
You can start a software shop on a $0 budget, but you will only get volunteers.
Well, let's revise that, you need your domain name, website, incorporation papers, and contracts with your volunteers. It's not $0, but it's not several thousand either. I've offered some of my free time to a group doing this; though it took some convincing from me that getting a proper contract written up was infinitely safer for them. Everyone just offers their free time, and the project gets built; end result is getting everyone involved to have some share in learning the ropes of the industry without the gigantic risks and investment of starting a development house with no product in sight.
Chances are, if I can get my video game design to the point where I feel it would make a viable demo, I'll probably use the same model and offer future profit percentages for folks to handle the stuff that I don't do well (HCI, pretty models and textures, story, etc). Who knows if it will work, but incorporation is only about $100 here, and a visit with a lawyer to draw up a boilerplate contract is about the same.
The difference is, the group I'm working with, and my future project, both have a target audience and a goal in mind (i think, anyways). The OP doesn't elaborate on points like that enough for me to feel confident that they know what they want to develop or who it's for; questions like "should I allow multiple languages" would be dictated by what product you make. OS driver software: write in C. User interface for someone else's code: write in any language that the devs like that will link to the other code. Video game? Write your engine in your choice language (or your engine's languages of choice), and if you need some script-able stuff for your world developers then throw in a link for Lua or Boo or something high level. Statistical stuff? R and SQL. The target audience sometimes defines the answers to the OPs questions.