I would like some input if possible.
Maybe consider having a full design document done BEFORE you start coding.
It's all too easy (especially nowadays) to jump into actually doing work on a(ny) project, but 99.9999% of the time if you don't have your design decided from start to finish beforehand you're going to give up.
I guess it all depends on the person and what goals you have with the project. As this is a project I maintain on my free-time I like to get stuff done before I get bored with a project. Because what usually happens with me is that I get bored after trying to make a complete UML design. Just that part can takes hours and hours of work. That is why I decided to just go with the flow on this one and actually get something done and playable. I don't have that much time on this project as I would like to have but I got to make the most of it. And doing actually coding I find the most fun. This is my project and if I make something playable or not is yet to see. Also you never finish a program only stop working on it.
That's awfully naive. A GDD and a UML are vastly different things. You at least have an idea as to what you want to accomplish and perhaps a reason why the implementation would be fun.
You posted this in a public forum inviting others to help if they wanted to. Saying that you don't seem to care about the game's design is a bit of a contradiction.
You indicated previously that you have a 'basic structure' in mind- what is that structure? Even if it's not very concrete and flexible, that's your GDD. So- what is your game? What is this basic structure? It's more or less impossible to help another person code something if you don't know what they're trying to accomplish.