RogerBW's Blog

Another Colour Symbology 11 July 2026

There are various good reasons to develop a symbology for colours, and there are several already. Why am I proposing another?

Well, the immediate reason was the release of ColorSym, which looks like a decent approach, but is basically an AI-washed copy of Peter Vel's ideas from 2021 giving him no credit. (I recommend reading that post, which explains much of the reasoning for wanting to do this.) Vel also mentions ColorAdd, as seen in e.g. Sea Salt & Paper, but doesn't mention that it's also under mysterious and non-public licencing conditions. For clarity, I place what follows in the public domain, though I'd like to get credit (along with Peter) if you use it.

Vel's proposal is broadly this:

The chevron is red for fire, circle yellow for sun, line blue for water; these symbols for composite colours represent orange, green, purple and… brown? Let's not worry about that for now.

So I'll start with that (he has convinced me that the RYB colour model is right for this), but return the blue line to the original wavy one, because I want to use straight lines for something else. The presence or absence of these symbols can indicate red, yellow and blue pigment components as before; all three of them indicates black. (I think I have more games with black components than with brown, and if not, too bad. We'll support it later.)

Also I'll use an actual yellow shade for my examples rather than Vel's orange.

Now how can this be extended? I'll call this "Vel Plus".

Putting the symbol in an enclosure (e.g. a square) is semantically null, but allows us to indicate the absence of any dye component, i.e. white.

A darker shade is shown with a "+" symbol (crossing the space occupied by the circle, shown inverted if the circle is present) and a lighter shade with "-". (Perhaps the sense is not obvious, but "more ink" and "less ink" is the mental model, just as "no ink at all" is white.)

Grey can thus be indicated as a light black (all component symbols with a "-"), or a dark white (enclosing box with a "+"); the latter is simpler. Or if it matters (hello Automobiles) we could say that light black is a dark grey, and dark white is a light grey. (And brown is back, as a dark orange or yellow.)

In order: red and blue, lighter, is magenta; yellow and blue, lighter, is light green; red and yellow, darker, is brown; blue, darker, is dark blue; white, darker, is light grey.

I think that should be enough. The RYB colour model isn't well suited to subtle shade representations (there's apparently an edge case where having one component at full intensity, and two others at 50%, can indicate either of two shades), and a game with more than 22 different colours needs more help than I can give it.

The only thing ColorAdd supports that this doesn't is shiny colours. CA supports gold and silver; we can do better than that, by surrounding any glyph with short radial rays.

And all of this is readily sketchable, without lots of fiddly detail, which should make it possible to adapt it to specific graphical styles.

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