Hi everyone, I've been working on a script for the past few days for a new minigame place I'm making and I'm at a dead end. I've decided instead of displaying hints at the top of the screen I'd like to display GUIs. Here is a part of the script I'm working with;

	if game.Players.NumPlayers > 1 then
		h.Text = "Deciding what game to play..."
		wait(3)
		ranGame = math.random(1, #minigames)
		gameChosen = minigames[ranGame]
		h.Text = "Minigame chosen: " .. gameChosen.Name
		wait(3)
		gameChosenClone = gameChosen:Clone()
		gameChosenClone.Parent = game.Workspace
		wait(3)
		--Teleporting people to map
		spawns = gameChosenClone.Spawns:GetChildren()
		for i,v in pairs(game.Players:GetPlayers()) do
			name = v.Name
			check = game.Workspace:FindFirstChild(name)
			if check then
				checkHumanoid = check:FindFirstChild("Humanoid")
				if checkHumanoid then
					v.Character:MoveTo(spawns[i].Position)
					v.InGame.Value = true
				end
			end
		end

The hints are of course lines starting with "h.Text =". Instead of using hints, can I save GUIs into StarterGUI, Lighting, or Replicated Storage that will display times remaining and such when this script (main script) calls for it? Would I have to script each GUI ( or just one ) separately to display these values as well and if so would it be similar to how it is done here or not? Thanks.

More hints I plan on replacing;

for i = 3, 0, -1 do
			h.Text = "Game begins in: " .. i
			wait(1)
for i = time, 1, -1 do
			h.Text = "Time left: " .. i
			removePlate()
h.Text = "Game over!"
		wait(3)
		h.Text = "Giving points to the winners..."