TDS2: The "I actually wanted to make a first-person shooter" Camera Mode
When the camera is centered on the player, more than half of the entire screen is completely wasted space, because I do not intend for the player to be able to see behind themselves. This is a deliberate design choice to make the game feel more claustrophobic, tense, and uncertain.
I devised a new system to make better use of screen space and honestly it's easier to show than describe. Here's a video.
This was a pretty quick implementation to get a feel for it. Personally, I like it, and might make this the default camera mode. I do not feel like wasting over half the screen space is very acceptable. This also frees up the mouse's y-axis, but I do not have any ideas for it currently.